controls as CALayers.
This is also an option, although you would need to do hit testing and
such yourself. For that reason alone I would probably go with option 1.
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/documentation/Cocoa/Conceptual/CoreAnimation_guide/Introduction/Introduction.html
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to the context and then do all the typical path stuff with.
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the documentation for -actionForKey: for more information.
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On May 21, 2009, at 10:12 AM, David Duncan wrote:
Don't. Use a CATextLayer (which can render text for you) or a
CALayer (to display image content) instead. Unless you want to get
outlines of your text, the CAOpenGLLayer is really not a good way to
do this.
Clarifying a bit - unless you
what type of file you
are really looking at.
If you've verified you have a valid JPEG, then the next step is
probably to file a bug report.
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. Quartz will also clamp colors
if appropriate, so these components are just getting clamped to 1.0
anyway.
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), not your own. Probably need
more context to determine why your hanging, but it is unlikely to be
due to this message.
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the
path to...
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On Apr 22, 2009, at 11:25 AM, Maryanna Rogers wrote:
This path will never be drawn.
Then we probably need to know what you are trying to accomplish to
give you the best advice.
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On Apr 20, 2009, at 11:17 AM, Development wrote:
Is it possible to load a quartz composition on iPhone? I'm not
seeing anything in the APIs
Quartz Composer is not part of the iPhone SDK.
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will
animate its way through the atlas without you needing to do a thing.
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with a reproducible case so that it can be fixed in the future.
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kinds of
scrolling you want to enable/prohibit it would be easier to advise you.
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size.
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to accomplish. Typically you avoid
loading anything you don't need and release anything when your done
with it. And you may want to switch to imageWithContentsOfFile: until
you can prove that the caching behavior of imageNamed: is providing
you with a performance improvement.
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(when creating the content, not after loading
them).
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of that UIImageView
Size the UIImageView to expose the number of indicators you desire and
set its contentMode to UIViewContentModeLeft.
If the indicators can appear in any order, you probably would still
want to do this in a UITableView, but you probably have more work.
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On Mar 6, 2009, at 12:57 PM, James Cicenia wrote:
[self setImage:[[UIImage imageNamed:@WF-MyLocBu-
DistBack.png]autorelease]];
Unrelated, but don't do this. You don't have ownership to the results
of +imageNamed:, so you should not be releasing or autoreleasing it.
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On Mar 5, 2009, at 4:05 PM, Rick Mann wrote:
Suggests launchd won't reliably run user agents. is this true in
10.5+?
This is resolved on 10.5. See TN 2083 Deamons and Agents http://developer.apple.com/technotes/tn2005/tn2083.html#SECLAUNCHDAGENT
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pretty certain nil, but I haven't looked
at this specifically).
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a few clicks freezes up
my phone.
Memory warnings are a fact of life on iPhone OS, but without more
information on why your freezing, it will be nearly impossible to
actually help.
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for the
kCGImageSourceThumbnailMaxPixelSize key.
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than -viewDidAppear.
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away all of
its content when it is resized, and the NSTableView is using a
CATiledLayer for its display. Because of this, the entire table gets
re-rendered, and because the resize is live, re-rendered again and
again before the content is complete.
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, if your looking
for a thumbnail, then your implying to the API that you are expecting
an image no larger than the original - which is what you are getting.
Could you better explain what you are trying to do?
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or calling -setNeedsDisplay) then you
are subject to the GPU texture limits.
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The CALayerEssentials sample operates without having to do anything
special with its QCCompositionLayer, so I would probably recommend you
start there to see if you can figure out what is going wrong.
CALayerEssentials http://developer.apple.com/samplecode/CALayerEssentials/index.html
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to
continue to draw to the view's layer, is to override -setLayer: to do
any required setup for your layer tree. So what you would do is check
if the incoming layer is non-nil, and if it is, make any changes to
that layer (including adding sublayers) at that point.
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On Feb 12, 2009, at 9:50 AM, David Blanton wrote:
Do I understand correctly that if a layer with explicit animations
is hidden the animation is still running?
Yes, animations always run, regardless of the hidden state of a layer
(hidden is just another render attribute).
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not the best way to
convert an NSImage into a PNG. In fact, imageRepWithData: should work
with any file type that is supported by ImageIO, which natively
includes PNG, so you could pass in the original file data rather than
going through NSImage.
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memory gets tight.
Actually you can do that with UIViews or CALayers (and conversely you
can break CALayers in the same way). The critical point is to not
use +imageNamed: as this will load the images cached, which generally
is not what you want for large images.
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would be to have an agent that launches when a user
logs in that checks in and out with the daemon.
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Your more than likely desynchronizing the logical and visual locations
of the view when you do this. AppKit manages the location of views
separately from Core Animation, and thus if you move a view's layer
via Core Animation, you are likely to confuse AppKit.
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rather than try to make the CATextLayer do what you want
to do.
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and
+setAnimationDidStopSelector: to be notified when the animation
completes before you ask the view to scale back down to 1x.
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On Jan 30, 2009, at 1:03 AM, Anshul jain wrote:
i am trying to play QCComposition in CAOpenGLLayer
Why not use the QCCompositionLayer?
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CGContextSetShouldSmoothFonts doesn't seem to help.
Its been a while since I last looked at this, but I think the
context's format needs to be native endian (add the
kCGBitmapByteOrder32Host flag).
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On Jan 29, 2009, at 12:34 PM, Timothy Wood wrote:
On Jan 29, 2009, at 10:56 AM, David Duncan wrote:
Its been a while since I last looked at this, but I think the
context's format needs to be native endian (add the
kCGBitmapByteOrder32Host flag).
Heh; I totally would not have expected
wonder what happens if one uses overlapping
sibling views with QuartzGL...
Its a non-issue. With QuartzGL enabled, AppKit is still rendering all
of the content for the window, so they can still fully control how
overlap happens.
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are being torn down and this is a
result. If your not properly managing memory in this instance, then
that could be your failure.
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Please do
with ... image is too large for GPU, ignoring exception.
CALayers are limited to the maximum texture size of the underlying
graphics hardware, so if you are getting this warning, your images are
too big for the hardware your on and you will need to make them smaller.
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are synthesized from other properties of the layer). Depending
on if your layer's dimensions are odd or even the position should be
on the pixel or on the half pixel to avoid antialiasing like this.
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On Jan 16, 2009, at 5:10 AM, Memo Akten wrote:
But it doesn't work, I guess imageWithData is expecting image data
(i.e. file format), not pixel data. How can I create a UIImage from
pixel data? do I need to go into coregraphics? (e.g. CGCreateImage)?
Yes.
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is to use Core Graphics
directly, which doesn't suffer from this problem.
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On Jan 15, 2009, at 9:32 AM, David Duncan wrote:
On Jan 14, 2009, at 9:10 PM, Michael B Johnson wrote:
So I have an application that has been bedeviled by a nasty, nasty
bug for years that manifests itself as an exception being thrown
with:
Error (1007) creating CGSWindow
At that point
().
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be an acceptable solution, although to control memory you
should not use +imageNamed: to load these images (and instead use
imageWithContentsOfFile:) as you would likely run into the exact same
performance problem if you did. This may also end up with other
performance issues unfortunately.
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David
presentation, then you will have to
render it via OpenGL, readback the contents of every frame, then add
that to a movie. You might be able to adapt the OpenGLCaptureToMovie
sample http://developer.apple.com/samplecode/OpenGLScreenCapture/index.html
to do what you want.
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be the Quicktime-API mailing list.
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recommend
filing one. You can reference that CALayerEssentials sample reproduces
the issue when you enable garbage collection (send me the bug # when
you've filed).
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the composition in the CALayerEssentials sample http://developer.apple.com/samplecode/CALayerEssentials/index.html
If it fails there, then there may be something stranger going on. If
not, determining how to replicate the issue from there and filing a
bug report may be your best option.
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playing?
I don't see anything off hand, and can't think of any reason why that
shouldn't work. I would probably recommend a bug report with a simple
application that reproduces the error.
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the
message. When you take the address of either pointer, you get the
location of that pointer in memory - not the location of the object.
The pointer itself contains the location of the object in memory.
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to
the coordinate of the specified location.
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animation I would like this movement don't be animated. I've tryed to
use removeAllAnimation but it dosn't work.
Take a look at the docs for CATransaction, they describe how to enable
and disable actions (which cause animation).
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and CGDataProviderCopyData to get the
pixel data.
Seem easier and faster too. However CGDataProviderCopyData is 10.5
minimum.
Unfortunately due to a bug that doesn't always work correctly. If you
file a bug, reference bug 5889934.
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can do this with either AppKit or Core Graphics using
NSBitmapImageRep or a bitmap context (created via
CGBitmapContextCreate).
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Please do
).
If you've found a bug with Apple Sample Code, then please file a bug
report against that sample code.
Basically, here's my question: When (if ever) are you supposed to
(auto)release CALayers?
If you follow the memory management rules, you will be fine.
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On Dec 15, 2008, at 3:27 AM, ramesh kakula wrote:
I am looking for the good documentation on the Open GL ES for
iPhone, if any one have a link or doc please share.
Depending on what your really asking for http://khronos.org/opengles/1_X/
might have information useful to you.
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://developer.apple.com/documentation/GraphicsImaging/Conceptual/drawingwithquartz2d/dq_intro/chapter_1_section_1.html
so you should have a look there.
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Please do
to fail.
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, but you can do
this using Core Graphics ImageIO. The MassiveImage sample
demonstrates how you can stream very large images (up to 32k x 32k
iirc) to disk.
http://developer.apple.com/samplecode/MassiveImage/index.html
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or bad
practice? If bad, why?
It is not recommended, as it is part of the Mac OS X user experience,
as it is provided to allow the user to easily enter special
characters. Why do you want to remove it?
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calling -
drawRect: (which would make sense since it would be better performance
than using the -drawRect: method).
Could you explain what you are trying to do? There may be a better
solution than implement your own UIView subclass here, but without
more information its hard to know...
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as a CALayer, then the second assignment
would require a typecase.
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animation is done for any given
property. This sequence of events is described in the docs for
CALayer's -actionForKey: method.
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Please do
the
fuss. Please file a bug report.
Try watching the position bounds of the layer instead.
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the
window. You might want to reconsider your design.
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the image and query its color space.
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, but it usually
isn't, so thats why I point it out.
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of the view/layer that is being rotated.
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to move them via AppKit for
the graphical and logical locations to match.
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make a second view outside the first
view/layer with the button (and eventually other controls) and this
will not affected of any animations? If it's true I had not understood
the relation between layer and view, now it's clear.
Right, a layer can only affect itself and its sublayers.
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On Nov 14, 2008, at 10:33 AM, Michel Schinz wrote:
Le 14 nov. 08 à 18:04, David Duncan a écrit :
AppKit doesn't do hit testing via the layer tree, so by moving the
button's layer, you've desynchronized the graphical location of the
button with the hit test location of the button. If you
with (including creating a CGPDFDocument with the PDF data in it).
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as a duplicate.
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to a
particular state, then why not use bindings? You could bind the
enabled state of these controls to a property of your controller
object and then you just set the property and voila.
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having to copy the bytes if
possible.
Another question might be to ask why are you trying to load the entire
file into memory? If its of any significant length then that is quite
a large allocation...
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class] and -
transformedValue: to return the lastPathComponent of the passed in
string. Set the transformer for the binding and you should be set.
There are a few samples that you can reach from the Xcode docs
demonstrating this (just look up NSValueTransformer).
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= color;
CFRelease(color);
And you don't need to release it yourself in a custom dealloc method
(the layer is responsible for that).
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Please do not post
to CUPS (the subsystem
that eventually handles all printing on Mac OS X).
Changing printer settings for an App affects that app only.
Some printer settings are system wide, some are tied to print
sessions. What settings do you need to change?
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message.
This is true, and covered well in the Core Animation Programming Guide
http://developer.apple.com/documentation/Cocoa/Conceptual/CoreAnimation_guide/Introduction/Introduction.html
Specifically, the section on Providing Layer Content.
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solution is to move this setup into -awakeFromNib.
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entirely by maintaining control over the CALayer when doing this.
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);
CGImageRef image = CGImageSourceCreateImageAtIndex(source, 0, NULL);
CFRelease(source);
Do what you will with 'image' and release it when your done.
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http://developer.apple.com/technotes/tn2005/tn2083.html
If you have further questions, I would recommend either asking on
Darwin-Dev or submitting a tech support incident to [EMAIL PROTECTED]
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contexts, then read the docs on -actionForKey: which describes several
methods you can use to disable a particular animation for a layer or
group of layers.
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on Cocoa-Dev, as I'm
not aware of any Core Audio engineers lurking on this list.
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from the NSGraphicsContext. The latter is shown in the sample above,
although the former is not.
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universally would likely make
any of those cases less optimal than what the OS already provides.
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CATiledLayer's layer?
You need to call -setNeedsDisplay on the tiled layer. Doing so on the
scroll layer will only affect its own contents.
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Please do
On Sep 19, 2008, at 10:48 AM, Matt Long wrote:
p.s. I would defer to David Duncan on the CGImageRef creation
overhead. I'm sure he's right. I just didn't have the time to try to
get his code to work. ;-)
I forgot to set the current context :). More complete code here,
although
parameters.
This is usually as a result of a -display message being sent to the
layer (which is typically arranged for by sending -setNeedsDisplay).
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graphicsContextWithGraphicsPort:context flipped:NO];
[NSGraphicsContext saveGraphicsState];
[myNSImage drawAtPoint:NSZeroPoint fromRect:NSZeroRect
op:NSCompositeCopy fraction:1.0];
[NSGraphicsContext setCurrentContext:nsGraphicsContext];
CGImageRef image = CGBitmapContextCreateImage(context);
CFRelease(context);
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of your window.
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