I'm having a very random issue. I have an app that gets launched through Local Notifications, when it's launched I present a modal view controller which is my image picker. In code i'm forcing it use the front facing camera, I've tested this on an iPod Touch 4th gen and an iPhone 4 and they're both having a random issue where it switches to the rear facing camera. Here's some code:
[self.oViewController loadUserinfo:userInfo];
[self.navController presentModalViewController:self.oViewController.imagePickerController animated:YES];
-(void)loadUserinfo:(NSDictionary *)userI{
NSLog(#"OverLayViewController: loadUserinfo");
self.userInfo = userI;
NSUserDefaults *defaults = [NSUserDefaults standardUserDefaults];
NSLog(#"check for front facing camera...");
if([UIImagePickerController isCameraDeviceAvailable:UIImagePickerControllerCameraDeviceFront]){
NSLog(#"found! setting to front-facing");
self.flipCam.hidden = NO;
[self.imagePickerController setCameraDevice:UIImagePickerControllerCameraDeviceFront];
[defaults setBool:YES forKey:#"usingFrontFacingCamera"];
}
else{
NSLog(#"not found");
self.flipCam.hidden = YES;
[defaults setBool:NO forKey:#"usingFrontFacingCamera"];
}
//runtime settings
self.shotNum = [[self.userInfo objectForKey:#"picsPerShoot"] intValue];
//reset counter label
self.countDownLabel.hidden = NO;
[self.countDownLabel setText:#"5"];
}
So before I call presentModalViewController, I check for the front facing camera and call setCameraDevice, my console is spitting out the correct messages:
check for front facing camera...
found setting to front-facing
Am I missing anything here?
Thanks in advance!
Related
I have a settings screen in which I set the units for the app. The user can go from the main screen to the settings screen and after selecting the desired unit, the settings screen is dismissed.
When the user returns to the main screen, I want to hide and show two UITextField.
I tried the following code in viewDidLoad and viewDidAppear but doesn't work:
textBox1.hidden = YES;
textBox2.hidden = NO;
This may be trivial but any help is appreciated. Thanks.
UPDATE:
I have connected the 'Settings' screen with Sugue using push and dismiss the settings screen using [self.navigationController popViewControllerAnimated:YES]; which leads the user back to main screen. Now, I need to refresh the screen controls based on the settings and it's not working
first:
shouldn't it be
self.textBox1 = YES; // or [self.textBox1 setHidden:YES];
self.textBox2 = NO; // or [self.textBox2 setHidden:NO];
Second:
make sure that outlets are not null
NSLog("textBox1 = %#" , self.textBox1);
Third:
Try some code like this
int64_t delayInSeconds = 15.0;
dispatch_time_t popTime = dispatch_time(DISPATCH_TIME_NOW, delayInSeconds * NSEC_PER_SEC);
dispatch_after(popTime, dispatch_get_main_queue(), ^(void){
self.textBox1.hidden = YES;
self.textBox2.hidden = NO ;
});
Do this in your viewWillAppear or DidAppear. Then in 15 seconds you will see the changes if everything is wired correctly.
Set the following bools to yes or no (in the settings screen).
BOOL hideTextBox1;
BOOL hideTextBox2;
Save the variable (in the settings screen):
NSString *hideTextBox1String;
NSString *hideTextBox2String;
if(hideTextBox1 == YES){
hideTextBox1String = #"YES"
}else{
hideTextBox1String = nil
}
if(hideTextBox2 == YES){
hideTextBox2String = #"YES"
}else{
hideTextBox2String = nil
}
NSUserDefaults *defaults = [NSUserDefaults standardUserDefaults];
[defaults setObject:hideTextBox2String forKey:#"hideTextBox2"];
[defaults setObject:hideTextBox1String forKey:#"hideTextBox1"];
[defaults synchronize];
Retrieve it in the first viewcontroller:
NSUserDefaults *defaults = [NSUserDefaults standardUserDefaults];
NSString *hideBox1 = [defaults objectForKey:#"hideTextBox1"];
NSString *hideBox2 = [defaults objectForKey:#"hideTextBox2"];
if(hideBox1 != nil){
textBox1.hidden = YES;
}else{
textBox1.hidden = NO;
}
if(hideBox2 != nil){
textBox2.hidden = YES;
}else{
textBox2.hidden = NO;
}
This will make the change permanent untill you change back. Guess that's what youre looking for.
Since setting the text does not work either I am guessing your IBOutlets may be messed up. To re-do them do the following:
First go into your Storyboard & zoom into the view controller that your working on
Control + Click your UITextView or UITextField, you will see a similar menu:
You can see that I have an IBOutlet set named txtCaseID
If you see an outlet set like I do, go ahead and click the X to remove it
To re-add this outlet, open up the Assistance Editor to view the Storyboard & your .h
Control + Click & Drag from your textBox in your Storyboard to the IBOutlet you made previously in your .h like so:
Make sure to do this for both textBoxes.
Let me know if you need any other help--
thank you for taking time.. I just realized the my code for reading the value for the boolean key from NSUserDefaults was in viewDidLoad which only gets called once :)
I moved that line of code to viewWillAppear and everything works as expected!
I have seen different apps that the image will change each time the app is opened on the view background. How is this accomplished?
It sounds like what you are seeing is the cached screenshot the iOS system is making of your app just before it puts it into the background.
This is handled automatically, and you do have the opportunity to intercept this.
Check out this answer, you can put an image over your app just as it's entering the background, this will be cached and used to relaunch the app.
add background_0.png, background_1.png, background_2.png, background_3.png etc to your project.
#define max_image_number 3
Add the following to your viewDidLoad method:
-(void)viewDidLoad {
[super viewDidLoad];
[self updatedBackgroundImage];
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(updateBackgroundImage) name:UIApplicationWillEnterForegroundNotification object:nil];
}
-(void) updateBackgroundImage{
NSUserDefaults *defaults = [NSUserDefaults standardUserDefaults];
if (![defaults integerForKey:#"imageNumber"]) {
[defaults setInteger:0 forKey:#"imageNumber"];
}
int i = [defaults integerForKey:#"imageNumber"];
myUIimageView.image = [UIImage imageNamed:[NSString stringWithFormat:#"background_%d.png",i]];
i++;
if (i > max_image_number) {
[defaults setInteger:0 forKey:#"imageNumber"];
}else{
[defaults setInteger:i forKey:#"imageNumber"];
}
...
}
The above will update the image when the viewController is first loaded and also when it returns from running in the background. I assume this is what was missing for you :).
Remember to stop listening for the notification in the viewDidUnload method and you should be set.
Looking at the screenshots in the App Store of the application you mention, it looks like there's just a UIImageView at the back of the view hierarchy for the main menu. You can change this by assigning a UIImage object to its image property.
Suppose you want to change one or more view's background images, depending on the application launch.
Save an int x = 0 into NSUserDefaults. On each application launch increment it by 1. When you are to present a view, check that int and set a background image like this:
switch(x%3){// %3 just to make it a bit random
case 0://set this image;
break;
case 1://set that image
break;
//and so on
}
I'm trying to add a Lifetime achievement to my iOS app. That is, how many times the user performed the single action since he played the game for the first time. In other words, how many kills he got since... ever. I'm using the code based on the one provided by Apple:
.h file:
int64_t lifetimeScore;
IBOutlet UILabel *lifetimeScoreLabel;
.m file:
- (IBAction) increaseScore {
self.lifetimeScore = self.lifetimeScore + 1;
lifetimeScoreLabel.text = [NSString stringWithFormat: #"%ld", self.lifetimeScore];
// Saving the Score:
NSUserDefaults * defaults = [NSUserDefaults standardUserDefaults];
[defaults setInteger:lifetimeScore forKey: #"Score"];
[defaults synchronize];
[self checkAchievements]; }
- (void)viewDidLoad {
[super viewDidLoad];
// Loading the Lifetime Score:
self.lifetimeScore = [[NSUserDefaults standardUserDefaults] integerForKey: #"Score"];
lifetimeScoreLabel.text = [NSString stringWithFormat: #"%ld", self.lifetimeScore];
(...)
}
I works great, no warnings, but each time I close the app, deletes it from the Multitask bar and open the app again, the lifetimeScore goes back to zero. I'm trying to save the int_64 using NSUserDefaults but so far I can't make it work... any ideas?
EDIT: The code was fixed and now it's working 100% in case anyone wants to use it. The complete source code can found here: http://mobile.tutsplus.com/tutorials/iphone/ios-sdk-game-center-achievements-and-leaderboards-part-2/
#"Store" should be #"Score", just so I can get the points... :)
I'm working on an iPhone app, and I'm wondering if I could run some code segment for only once (in other words: an initialization code, that I want it to be executed only at the very first run).
Here's my code, that I execute it at didFinishLaunchingwithOptions method:
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
// Override point for customization after application launch.
// Add the tab bar controller's view to the window and display.
[self.window addSubview:tabBarController.view];
[self.tabBarController setSelectedIndex:2];
[self.window makeKeyAndVisible];
[self createPlist1];
[self createPlist2];
[self createPlist3];
return YES;
}
I want the last three messages to be executed only at the very first run. I thought I could use the UserDefaults and set a key after these messages executes (at the first run) and check for the value of that key at each run, but I'm feeling that there's a better idea -which I don't know.
Thanks in advance.
Using a setting (via NSUserDefaults) is how it's normally done. For added benefit, give the setting the meaning of "last run version"; this way, you'll get a chance to run code not only once per app lifetime, but also once per version upgrade.
That said, your run-once code has persistent side effects, right? Those plists go somewhere probably. So you can check if they exist before creating them. Use the result of the run-once code as a trigger for running it again.
EDIT:
NSUserDefaults *Def = [NSUserDefaults standardUserDefaults];
NSString *Ver = [Def stringForKey:#"Version"];
NSString *CurVer = [[[NSBundle mainBundle] infoDictionary] objectForKey:(NSString*)kCFBundleVersionKey];
if(Ver == nil || [Ver compare:CurVer] != 0)
{
if(Ver == nil)
{
//Run once per lifetime code
}
//Run once-per-upgrade code, if any
[Def setObject:CurVer forKey:#"Version"];
}
A much simpler possible solution ->
NSUserDefaults *defaults = [NSUserDefaults standardUserDefaults];
if ([defaults objectForKey:#"FirstTimeBool"]==nil)
{
[defaults setObject:#"YES" forKey:#"FirstTimeBool"];
... //Code to be executed only once until user deletes the app!
...
this is what I used:
static dispatch_once_t once;
dispatch_once(&once, ^ {
// run once code goes here
});
I think you're on the right track with the User Defaults, something like:
-(BOOL)isInitialRun
{
NSNumber *bRun = [[NSUserDefaults standardUserDefaults] valueForKey:#"initialRun"];
if (!bRun) { return YES; }
return [bRun boolValue];
}
-(void)setIsInitialRun:(BOOL)value
{
[[NSUserDefaults standardUserDefaults] setBool:value forKey:#"initialRun"];
}
Then in your app delegate:
if ([self isInitialRun])
{
[self createPlist1];
[self createPlist2];
[self createPlist3];
[self setIsInitialRun:NO];
}
To my knowledge, the way you propose is the only option. Save a key to NSUserDefaults after you ran it for the first time and check for the existence of said key.
You could however, also check in each of your functions (the createPlist1 - 3 functions) run a check if the PList is already there. Would be a bit cleaner.
One thing I would add to #Seva Alekseyev answer:
After you make any changes (i.e. [Def setObject:CurVer forKey:#"Version"];) you should call [Def synchronize]
I had a problem where changes made to NSUserDefaults using setObject were not getting saved, until I used synchronize.
I have some unsolved problem right now. My game is done, now I am at the last stage. In the main menu of the game there will be a button called goodies. Only appears when the user win the game once. I can do until that part . But the last part is to save that goodies. Meaning when the player exist the game after he able to make the button appear, the button still there when he gets back to the game? Could you guys help me out I am not quite sure how to do it. I heard a lot about NSUSerDefault, but don know how it works and how to apply it properly. Thanks for any help.
DegrafeurAppDelegate *appdelegate = (DegrafeurAppDelegate *) [[UIApplication sharedApplication] delegate];
//BOOL b = appdelegate.checkStatus;
if(appdelegate.checkStatus == YES)
{
[goodies setVisible:YES];
}
else
{
[goodies setVisible:NO];
}
This is my code to enable the button after winning once. But how to save it, please help me
As you mentioned, you can user NSUserDefaults:
NSUserDefaults myPrefs = [[NSUserDefaults alloc] init];
[myPrefs setBool:YES forKey:#"displayed_win_button"];
[myPrefs release];
and later to check the value:
if([myPrefs boolForKey:#"displayed_win_button"]) { ... }