I have something like this
http://www.allappsdevelopers.com/images/TopicImages/TableView%20in%20iphone/index.png
And i also want to show something like MBProgressHud while scrolling by these letters. I saw in some apps that when u scrolling by indexes, the letter is showing in black rounded view at the center of the window.
Note: not when scrolling manually, but only when scrolling by using indexes.
Can i somehow detect start dragging on this panel and end dragging? Or is there any other way to implement it?
Made my own solution:
#property (retain, nonatomic) MBProgressHUD *letterBar;
#property (retain, nonatomic) NSTimer *letterBarTimer;
self.letterBar = [[MBProgressHUD alloc] initWithView:self.view];
[self.letterBar setUserInteractionEnabled:NO];
[self.letterBar setMode:MBProgressHUDModeText];
[self.view addSubview:self.letterBar];
-(NSInteger)tableView:(UITableView *)tableView sectionForSectionIndexTitle:(NSString *)title atIndex:(NSInteger)index {
[self.letterBarTimer invalidate];
[self.letterBar setLabelText:title];
[self.letterBar show:YES];
self.letterBarTimer = [NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:#selector(hideLetterBar) userInfo:nil repeats:NO];
return index;
}
-(void)hideLetterBar {
[self.letterBar hide:YES];
}
Related
I'm using Objective-C to make a stopwatch. I already have a basic stop watch with 3 buttons: Start, Stop and reset. Here is my code for viewcontroller.m:
#import "ViewController.h"
#interface ViewController ()
#end
#implementation ViewController
-(IBAction)Start:(id)start
{
Timer = [NSTimer scheduledTimerWithTimeInterval:0.01 target:self selector:#selector(addingthetime) userInfo:nil repeats:YES];
}
-(IBAction)Stop:(id)sender
{
[Timer invalidate];
}
-(IBAction)Restart:(id)sender
{
[Timer invalidate];
addingtheTime = 0;
Label.text = [NSString stringWithFormat:#"0.00"];
}
-(void)addingthetime
{
addingtheTime = addingtheTime + 0.01;
Label.text = [NSString stringWithFormat:#"%.2f", addingtheTime];
}
#end
And here is my code for viewcontroller.h:
#import <UIKit/UIKit.h>
float addingtheTime;
#interface ViewController : UIViewController
{
IBOutlet UILabel *Label;
NSTimer *Timer;
}
#end
So my question is how do I make the Start button do the following once clicked:
Start the timer
Change the title to stop
(Click the same button again)
Stop the timer
Change the title to start
So the aim is to have only one button which starts and stops the timer but please I want the title to change as well.
Don't worry about the reset button as I want that to remain by itself.
PS. Please explain things clearly because I find it really hard to understand some things and I am a beginner so try and keep it fairly simple thanks, and sorry if the question isn't clear.
You can use button.tag property to achieve this. By Default the button.tag property have 0. So assume that 0 is a state when timer is Not started and 1 is the state when timer is started. You can manipulate .tag property according to your custom logic.
-(IBAction)Start:(id)start
{
UIButton *button = (UIButton *)start;
if (button.tag == 0){
button.tag = 1;
[button setTitle:#"Stop" forControlState:UIControlStateNormal];
Timer = [NSTimer scheduledTimerWithTimeInterval:0.01 target:self selector:#selector(addingthetime) userInfo:nil repeats:YES];
}else {
button.tag = 0;
[button setTitle:#"Stop" forControlState:UIControlStateNormal];
//Invoke your method to stop Timer.
}
}
In the ViewController.h:
#import <UIKit/UIKit.h>
float addingtheTime;
#interface ViewController : UIViewController
{
IBOutlet UILabel *Label;
NSTimer *Timer;
}
#end
In the ViewController.m:
#import "ViewController.h"
#interface ViewController ()
#end
#implementation ViewController
- (void)viewDidLoad {
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
}
-(void)addingthetime
{
addingtheTime = addingtheTime + 0.01;
Label.text = [NSString stringWithFormat:#"%.2f", addingtheTime];
}
- (IBAction)startOrStopAction:(UIButton *)sender {
// stop
if ([sender.titleLabel.text isEqualToString:#"stop"]) {
[Timer setFireDate:[NSDate distantFuture]];
[sender setTitle:#"start" forState:UIControlStateNormal];
}
// start
else {
if (!Timer) {
Timer = [NSTimer scheduledTimerWithTimeInterval:0.01 target:self selector:#selector(addingthetime) userInfo:nil repeats:YES];
}else {
[Timer setFireDate:[NSDate date]];
}
[sender setTitle:#"stop" forState:UIControlStateNormal];
}
}
#end
The result:
In iPhone:
In iPad:
I want this progress view to basically "reset" when its done.
Tried to reset the count to 0 and it does reset but for each reset the timer just becomes faster and faster.
.h
#property (nonatomic, strong) NSTimer *myTimer;
#property (weak, nonatomic) IBOutlet UILabel *progressLabel;
.m
- (void)updateUI:(NSTimer *)timer
{
static int count = 0; count++;
if (count <=100)
{
self.progressView.progress = (float)count/100.0f;
}
else
{
self.myTimer = nil;
[self.myTimer invalidate];
// shoot method for next question
count = 0;
self.progressView = [[UIProgressView alloc] initWithProgressViewStyle:UIProgressViewStyleDefault];
self.progressView.center = self.view.center;
[self.view addSubview:self.progressView];
self.myTimer = [NSTimer scheduledTimerWithTimeInterval:3 target:self selector:#selector(updateUI:) userInfo:nil repeats:true];
}
}
You need to invalidate the timer before you set it to nil. As of now, your call to invalidate is a no-op. This means you keep adding more and more active timers.
I found an objective C project that I try to modify, As you can see, I get a function that create an UIImageView:
- (UIImageView*)homePage:(YouzikHomePageView*)homePageView imageDataForImageView:(UIImageView*)imageView;
{
[imageView setImage:[UIImage imageNamed:#"background"]];
return imageView;
}
Problem is that I want to modify the image displayed each 10 seconds, this require to get the UIImageView declared in ViewDidLoad method, is it possible ? I tried this:
- (void)viewDidLoad
{
[super viewDidLoad];
[self setupNa...
[self.homePa...
[self hid...
[self setuphomePag...
UIImageView *imageView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"background"]];
[self.homePageView addSubview:imageView];
}
But it's not dispaying anything, thanks for all, please excuse my crappy english.
What your code is doing is creating and adding imageViews to a subview.
That's probably not what you intended to do, and you don't want to keep creating and adding more imageViews, every 10 seconds, as you'll eventually run out of memory.
You generally would have an imageView property on your view controller, and change its image, by setting its image property.
In HomeViewController.h
#property (weak, nonatomic) IBOutlet UIImageView *myImageView;
In HomeViewController.m
self.myImageView.image = [UIImage imageNamed:#"background"];
As for changing the image every ten seconds, you would setup a timer
myTimer = [NSTimer scheduledTimerWithTimeInterval:10.0 target:self selector:#selector(changeImage) userInfo:nil repeats:YES];
and set a new image in your changeImage method
- (void)changeImage
{
self.myImageView.image = ...;
}
If the user keeps clicking on button1 one or two , progress2.progress keeps increasing/decreasing on each click and progress1.progress keeps the same value until the user stops clicking. And in case he will surely lose , if he also keeps clicking nothing happens until he stops clicking. I don't want it to be that way since I want to hide/disable the buttons as soon as it's confirmed that he's losing to fix this issue. Any way to fix that?
Here is my .m :
#import "ViewController.h"
#interface ViewController ()
#end
#implementation ViewController
- (BOOL)prefersStatusBarHidden { return YES; }
- (void)viewDidLoad
{
progress1.progress=arc4random() % 11 * 0.1;
count1=0;
count2=0;
label1.hidden = NO;
gameOver.hidden = YES;
score=0;
[super viewDidLoad];
;
}
// Do any additional setup after loading the view, typically from a nib.
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
-(void)regulator{
if(timer1)
{
[timer1 invalidate];
timer1 = nil;
}
if(timer4)
{
[timer4 invalidate];
timer4 = nil;
}
timer4 =[NSTimer scheduledTimerWithTimeInterval:1.5 target:self selector:#selector(conditioner) userInfo:nil repeats:YES];
;}
-(void)conditioner {
if (fabs(progress2.progress-progress1.progress)<=0.25 )
{
score=score+1;
scorenumber.text= [NSString stringWithFormat:#"%i",score];
[self newGame];
;
} else{
stop1=YES;
stop2=YES;
gameOver.hidden=NO;
stick.hidden=YES;
bg.hidden=YES;
progress1.hidden=YES;
progress2.hidden=YES;
supply.hidden=YES;
demand.hidden=YES;
}}
-(void)newGame{
progress1.progress=arc4random() % 11 * 0.1;}
- (IBAction)start:(UIButton *)sender {
progress2.progress=arc4random() % 11 * 0.1;
if(timer4)
{
[timer4 invalidate];
timer4 = nil;
timer1 = [NSTimer scheduledTimerWithTimeInterval:1 target:self selector:#selector(regulator) userInfo:nil repeats:YES];
[self regulator];
stop1=NO;
stop2=NO;
label1.hidden=YES;
UIButton *button1 = (UIButton *)sender;
button1.enabled = NO;
UIButton *button2 = (UIButton *)sender;
button2.enabled = NO;
}
- (IBAction)button1:(UIButton *)sender {
if(stop1==YES){button12.hidden = TRUE;}
progress2.progress=progress2.progress-0.05;
;
[self regulator];
count2=0;
count1 = count1 +1;
}
- (IBAction)button2:(UIButton *)sender {
[self regulator];
progress2.progress=progress2.progress+0.05;
if(stop2==YES){button22.hidden = TRUE;}
count1 =0;
count2 = count2+1;
}
#end
and my .h:
#import <UIKit/UIKit.h>
int count1;
int count2;
int score;
void *regulator;
void *newGame;
void *conditioner;
BOOL stop1;
BOOL stop2;
void *firstLaunch;
#interface ViewController : UIViewController{
IBOutlet UILabel *scorenumber;
IBOutlet UIImageView *stick;
IBOutlet UILabel *label1;
IBOutlet UIImageView *bg;
IBOutlet UILabel *supply;
IBOutlet UILabel *demand;
IBOutlet UILabel *gameOver;
IBOutlet UIProgressView *progress1;
IBOutlet UIProgressView *progress2;
IBOutlet UIButton *button12;
IBOutlet UIButton *button22;
NSTimer *timer1;
NSTimer *timer2;
NSTimer *timer3;
NSTimer *timer4;
}
- (IBAction)button1:(UIButton *)sender;
- (IBAction)button2:(UIButton *)sender;
#end
Thanks a lot for any help or information. I edited my question with the full code to give further explanation about the issue I'm facing. Regards.
This is actually a coding issue. MVC basics.
I believe you miss some understanding of things. So I'll explain:
IBAction - It's an action sent from the view to the controller.
IBOutlet - Meant for the controller to control the view.
On your code you are getting the sender (which should be read only when coding right) and you are trying to set it up. I assume you need to define a new IBOutlet to represent the button then connect it on your storyboard and then inside this function to make it enable/disabled.
Also a good practice would be to use "TRUE" and "FALSE" and not "YES/NO".
Hope this helps.
There are couple of ways you can approach this to make sure when user touches the button then it doesn't do anything.
It wasn't clear from your question so I assume on touch down of button you call (IBAction)button1. So Try
- (IBAction)button1:(UIButton *)sender
{
if(stop1==YES)
{
//game has stopped so don't do anything
}
else
{
progress2.progress=progress2.progress-0.05;
[self regulator];
}
}
If you want to hide it so that the user can't do anything try this
- (IBAction)button1:(UIButton *)sender
{
if(stop1==YES)
{
//game has stopped so hide this button
//assuming you have connected an IBOutlet to your button1
button1.hidden = YES;
}
else
{
button1.hidden = NO;
progress2.progress=progress2.progress-0.05;
[self regulator];
}
}
I have a UITextView that displays a value (ex. "32039"). Frequently in my app I change the value of that number, but want to animate the increase or decrease in value. The animation I have in mind is something like this. I've seen this question but the only animations possible using the method described in the answers are those like fade in/out, move in from left/right/down/up, and reveal/push. Is there a UIKit or Core Animation implementation of this animation, or even an implementation in a 3rd party library, or should I roll my own?
// Something like this would work
#property (nonatomic, strong) UILabel *testLabel;
#property (nonatomic, strong) NSTimer *timer;
#property (nonatomic, assign) NSUInteger counter;
- (void)viewDidLoad
{
[super viewDidLoad];
self.testLabel = [[UILabel alloc] initWithFrame:CGRectMake(50.0f, 100.0f, 80.0f, 25.0f)];
self.testLabel.text = #"44";
[self.view addSubview:self.testLabel];
self.timer = [NSTimer timerWithTimeInterval:.5 target:self selector:#selector(changeLabelText) userInfo:nil repeats:YES];
[[NSRunLoop currentRunLoop] addTimer:self.timer forMode:NSDefaultRunLoopMode];
[self.timer fire];
}
- (void)changeLabelText {
self.counter++;
if (self.counter == 100000) {
[self.timer invalidate];
}
self.testLabel.text = [NSString stringWithFormat:#"%d", (44 + self.counter)];
}