how to use only numeric keyboard - iphone

i had made an application of temperature converter in iphone i want that when it launches in simulator only numeric keyboard should come and not the alpha keyboard.
#import "farh_celcius_conv_AppDelegate.h"
float i;
float s;
float p;
#implementation farh_celcius_conv_AppDelegate
#synthesize window,display,farhenite,display1;
-(IBAction) convert {
s = ('0','1','2');
if( p == s)
{
NSString *str = farhenite. text;
float n = [str floatValue];
if (n != 0) {
k =.5559* (n-32);
i = 5*(n -32)/9 +273 ;
[display setText:[NSString stringWithFormat:#"%f",k]];
[display1 setText:[NSString stringWithFormat:#"%f",i]];
}
}
}
- (void)dealloc {
[window release];
[super dealloc];
}
#end

You can set various types of keyboard for your text field. Look into inspector under Text Input traits, keyboard.

Try this,
yourTextField.keyboardType = UIKeyboardTypePhonePad;
or
yourTextField.keyboardType = UIKeyboardTypeNumberPad;
You can also do this in the nib file.

[myTextField setKeyboardType:UIKeyboardTypeNumberPad];

Related

Segmented Controllers

Trying to set an int value using a Segmented Controller. I've seen several tuts on how to change labels, but I need to set an int value.
#import "SecondViewController.h"
#interface SecondViewController ()
#end
#implementation SecondViewController
#synthesize caseCost;
#synthesize dilution;
#synthesize returnMsg;
#synthesize opcValue;
//synthesize opc; < -- Tried
//int opc; <--- tried
- (IBAction)opcView:(id)sender {
if (opcValue.selectedSegmentIndex == 0) {
int opc = 320;
}
if (opcValue.selectedSegmentIndex == 1) {
int opc = 128;
}
if (opcValue.selectedSegmentIndex == 2) {
int opc = 135;
}
if (opcValue.selectedSegmentIndex == 3) {
int opc = 88;
}
}
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
//int opc; <--- tried
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
- (IBAction)finishBtn:(id)sender {
//int opc = 320;
float case_cost = ([caseCost.text floatValue]);
float dilutionValue = ([dilution.text floatValue]);
float gpc = (opc / dilutionValue);
float gCost = (case_cost / gpc);
float bCost = (gCost / 4);
float bpc = (gpc * 4);
NSNumberFormatter *formatterCur = [[NSNumberFormatter alloc] init];
NSNumberFormatter *formatterInt = [[NSNumberFormatter alloc] init];
[formatterCur setNumberStyle:NSNumberFormatterCurrencyStyle];
[formatterInt setNumberStyle:NSNumberFormatterDecimalStyle];
NSString *bottlesCost = [formatterCur stringFromNumber:[NSNumber numberWithFloat:bCost]];
NSString *gallons = [formatterInt stringFromNumber:[NSNumber numberWithInt:gpc]];
NSString *gallonsCost = [formatterCur stringFromNumber:[NSNumber numberWithFloat:gCost]];
NSString *bottles = [formatterInt stringFromNumber:[NSNumber numberWithInt:bpc]];
returnMsg.text = [NSString stringWithFormat:#"%# gallons per case at %# per gallon and %# - 32 oz bottles at %# per bottle.", gallons, gallonsCost, bottles, bottlesCost];
}
- (IBAction)opcView:(id)sender {
}
#end
in the line "float gpc = (opc / dilutionValue);" is shows as an unknown value of opc, even though I think it should from the segmented controller. I'm using the segmented controller instead of Radio Buttons i've used in Java. I used the "//int opc=320" to make sure the rest of the code worked.
In each of the if blocks in your method - (IBAction)opcView:(id)sender you are creating a local int variable named opc. So when execution leaves the if block, the local variable disappears. Thus, in - (IBAction)finishBtn:(id)sender there is no variable named opc in scope.
You should declare opc to be a property as well. You will set this property when the segment control changes selection. Later, you can read the property's value in your finish button's handler.
#import "SecondViewController.h"
#interface SecondViewController()
#property (nonatomic) int opc;
#end
#implementation SecondViewController
// this method is wired to the segment control's UIControlEventValueChanged event
- (IBAction)opcView:(id)sender
{
if (opcValue.selectedSegmentIndex == 0) {
self.opc = 320;
}
if (opcValue.selectedSegmentIndex == 1) {
self.opc = 128;
}
if (opcValue.selectedSegmentIndex == 2) {
self.opc = 135;
}
if (opcValue.selectedSegmentIndex == 3) {
self.opc = 88;
}
}
- (IBAction)finishBtn:(id)sender
{
float case_cost = ([caseCost.text floatValue]);
float dilutionValue = ([dilution.text floatValue]);
float gpc = (self.opc / dilutionValue);
// lots more code
}

How to put a decimal point according to the will of the user in a calculator in iphone?

I have a calculator in which i would like to put the decimal point according to the button press for the decimal point. I get the decimal point but if I enter another digit the decimal pint vanishes and is overwritten .
The code is mentioned below for the decimal press:-
-(IBAction)decimalPressed:(id)sender{
calculatorScreen.text = [calculatorScreen.text stringByAppendingString:#"."];
}
For the digit press it is :-
-(IBAction)buttonDigitPressed:(id)sender{
currentNumber = currentNumber*10 + (float)[sender tag];
calculatorScreen.text = [NSString stringWithFormat:#"%g",currentNumber];
}
How can i do something like 23 then "." then 45. The result would be 23.45
I've recently done a calculator app and could understand your problem. Another thing you want to take note about the point is that you do not want to have multiple point in your calculation, e.g. 10.345.1123.5. Simply put, you want it to be a legal float number as well.
With that said, you can use a IBAction (remember to link it to your storyboard or xib file)
-(IBAction)decimalPressed:(UIButton *)sender
{
NSRange range = [self.display.text rangeOfString:#"."];
if (range.location ==NSNotFound){
self.display.text = [ self.display.text stringByAppendingString:#"."];
}
self.userIsInTheMiddleOfEnteringANumber = YES;
}
While it might be possible we are doing on the same project, it could also be entirely different (you starting from scratch by yourself) so i will go through some of the codes
you could replace UIButton with the default id, but it is better to static replace it to make clear clarification for yourself, or anyone else who view your code.
NSRange as the name implies, mark the range, and the range will be ur display text of calculation (e.g. 1235.3568), and the range of string it is targeting in this case is "."
therefore, if NSNotfound (rangeOfString "." is not found in the text range) you will append the current display text with "." with the function stringByAppendingString:#".", there is no else, so no function will take place if "." is already found, which solve the problem of multiple point on the display.
userIsInTheMiddleOfEnteringANumber is a BOOL to solve the problem of having 0 in ur display (e.g. 06357), if you have a method to change it, then replace my method name with your own.
Try with below code:
-(IBAction)buttonDigitPressed:(id)sender
{
UIButton *pressedButton = (UIButton *)sender;
calculatorScreen.text = [calculatorScreen.text stringByAppendingFormat:#"%d",pressedButton.tag];
currentNumber = [calculatorScreen.text floatValue];
}
-(IBAction)ButtonDot
{
decimalChecker = 10;
calculatorScreen.text = [NSString stringWithFormat:#"$ %g.", currentSavings];
decimalChecker=1;
}
-(IBAction)buttonDigitPressed:(id)sender
{
if (decimalChecker ==1)
{
currentDecimal = currentDecimal*10 + (float)[sender tag];
calculatorScreen.text = [NSString stringWithFormat:#"$ %g.%g", currentSavings,currentDecimal];
}
else
{
currentSavings = currentSavings*10 + (float)[sender tag];
calculatorScreen.text = [NSString stringWithFormat:#"$ %g",currentSavings];
}
}
This is my solution:
ViewController.h
#import <UIKit/UIKit.h>
#interface ViewController : UIViewController {
float result;
IBOutlet UILabel *TextInput;
int currentOperation;
float currentNumber;
BOOL userInTheMiddleOfEnteringDecimal;
}
- (IBAction)buttonDigitPressed:(id)sender;
- (IBAction)buttonOperationPressed:(id)sender;
- (IBAction)cancelInput;
- (IBAction)cancelOperation;
- (IBAction)dotPressed;
#end
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)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
}
- (IBAction)buttonDigitPressed:(id)sender {
if(!userInTheMiddleOfEnteringDecimal)
{
currentNumber = currentNumber*10 + (float)[sender tag];
TextInput.text = [NSString stringWithFormat:#"%d",(int)currentNumber];
}
else{
TextInput.text= [TextInput.text stringByAppendingString:[NSString stringWithFormat:#"%d",[sender tag]]];
currentNumber = [TextInput.text floatValue];
}
}
- (IBAction)buttonOperationPressed:(id)sender {
if (currentOperation == 0) result = currentNumber;
else {
switch (currentOperation) {
case 1:
result = result + currentNumber;
break;
case 2:
result = result - currentNumber;
break;
case 3:
result = result * currentNumber;
break;
case 4:
result = result / currentNumber;
break;
case 5:
currentOperation = 0;
break;
default:
break;
}
}
currentNumber = 0;
TextInput.text = [NSString stringWithFormat:#"%.2f",result];
if ([sender tag] == 0) result = 0;
currentOperation = [sender tag];
userInTheMiddleOfEnteringDecimal = NO;
}
-(IBAction)cancelInput{
currentNumber = (int)(currentNumber/10);
TextInput.text = [NSString stringWithFormat:#"%.2f",currentNumber];;
}
-(IBAction)cancelOperation{
currentNumber = 0;
TextInput.text = #"0";
userInTheMiddleOfEnteringDecimal = NO;
}
- (IBAction)dotPressed{
if(!userInTheMiddleOfEnteringDecimal){
userInTheMiddleOfEnteringDecimal = YES;
TextInput.text= [TextInput.text stringByAppendingString:#"."];
}
}
#end
Hope this helps.. Another way of solution...
after pressing the "." all values after will be divided as following
the first number ur press after pressing "." will be divided by 10 the second by 100 and so on
so editing ur function it would be like this
-(IBAction)buttonDigitPressed:(id)sender{
currentNumber = currentNumber + (float)[sender tag] / 10.0;
calculatorScreen.text = [NSString stringWithFormat:#"%g",currentNumber];
}
i think in that solve your problem
http://www.datasprings.com/resources/articles-information/iphone-sdk-getting-started-example-code
There is sample code of calculator.

How to have a Score Integer updated and displayed in Cocos2d?

I am obviously making a game that has a score. How do I call an update method and have the integer actually displayed in the Top-Right corner?
Here, this might work
In the .h file:
#interface HelloWorld : CCLayer {
int score;
CCLabelTTF *scoreLabel;
}
- (void)addPoint;
In the .m file:
In the init method:
//Set the score to zero.
score = 0;
//Create and add the score label as a child.
scoreLabel = [CCLabelTTF labelWithString:#"8" fontName:#"Marker Felt" fontSize:24];
scoreLabel.position = ccp(240, 160); //Middle of the screen...
[self addChild:scoreLabel z:1];
Somewhere else:
- (void)addPoint
{
score = score + 1; //I think: score++; will also work.
[scoreLabel setString:[NSString stringWithFormat:#"%#", score]];
}
Now just call: [self addPoint]; whenever the user kills an enemy.
That should work, tell me if it didn't because I have not tested it.
in header file:
#interface GameLayer : CCLayer
{
CCLabelTTF *_scoreLabel;
}
-(void) updateScore:(int) newScore;
in implementation file:
-(id) init
{
if( (self=[super init])) {
// ..
// add score label
_scoreLabel = [CCLabelTTF labelWithString:#"0" dimensions:CGSizeMake(200,30) alignment:UITextAlignmentRight fontName:#"Marker Felt" fontSize:30];
[self addChild:_scoreLabel];
_scoreLabel.position = ccp( screenSize.width-100, screenSize.height-20);
}
return self;
}
-(void) updateScore:(int) newScore {
[_scoreLabel setString: [NSString stringWithFormat:#"%d", newScore]];
}
EDIT: if you don't want to use an ivar, you can use tags:
[self addChild:scoreLabel z:0 tag:kScoreLabel];
// ...
CCLabelTTF *scoreLabel = (CCLabelTTF*)[self getChildByTag:kScoreLabel];
EDIT 2: For performance reasons you should switch to CCLabelAtlas or CCBitmapFontAtlas if you update the score very frequently.
Also read the cocos2d programming guide about labels.
Using UILabel
UILabel.text = [NSString stringWithFormat:#"%lu",score];
Move the UILabel in the top of the view using interface builder
you could also create it programmatically
UILabel *label = [[UILabel alloc] initWithFrame:CGRectMake(0,0,500,30)];
[[self view] addSubview:label];
[label release]; // dont leak :)

Need help with a memory management problem in my game model

I'm a beginner level programmer trying to make a game app for the iphone and I've encountered a possible issue with the memory management (exc_bad_access) of my program so far. I've searched and read dozens of articles regarding memory management (including apple's docs) but I still can't figure out what exactly is wrong with my codes. So I would really appreciate it if someone can help clear up the mess I made for myself.
//in the .h file
#property(nonatomic,retain) NSMutableArray *fencePoleArray;
#property(nonatomic,retain) NSMutableArray *fencePoleImageArray;
#property(nonatomic,retain) NSMutableArray *fenceImageArray;
//in the .m file
- (void)viewDidLoad {
[super viewDidLoad];
self.gameState = gameStatePaused;
fencePoleArray = [[NSMutableArray alloc] init];
fencePoleImageArray = [[NSMutableArray alloc] init];
fenceImageArray = [[NSMutableArray alloc] init];
mainField = CGRectMake(10, 35, 310, 340);
..........
[NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:#selector(gameLoop) userInfo:nil repeats:YES];
}
So basically, the player touches the screen to set up the fences/poles
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
if(.......) {
.......
}
else {
UITouch *touch = [[event allTouches] anyObject];
currentTapLoc = [touch locationInView:touch.view];
NSLog(#"%i, %i", (int)currentTapLoc.x, (int)currentTapLoc.y);
if(CGRectContainsPoint(mainField, currentTapLoc)) {
if([self checkFence]) {
onFencePole++;
//this 3 set functions adds their respective objects into the 3 NSMutableArrays using addObject:
[self setFencePole];
[self setFenceImage];
[self setFencePoleImage];
.......
}
}
else {
.......
}
}
}
}
The setFence function (setFenceImage and setFencePoleImage is similar to this)
-(void)setFencePole {
Fence *fencePole;
if (!elecFence) {
fencePole = [[Fence alloc] initFence:onFencePole fenceType:1 fencePos:currentTapLoc];
}
else {
fencePole = [[Fence alloc] initFence:onFencePole fenceType:2 fencePos:currentTapLoc];
}
[fencePoleArray addObject:fencePole];
[fencePole release];
and whenever I press a button in the game, endOpenState is called to clear away all the extra images(fence/poles) on the screen and also to remove all existing objects in the 3 NSMutableArray. Point is to remove all the objects in the NSMutableArrays but keep the array itself so it can be reused later.
-(void)endOpenState {
........
int xMax = [fencePoleArray count];
int yMax = [fenceImageArray count];
for (int x = 0; x < xMax; x++) {
[[fencePoleImageArray objectAtIndex:x] removeFromSuperview];
}
for (int y = 0; y < yMax; y++) {
[[fenceImageArray objectAtIndex:y] removeFromSuperview];
}
[fencePoleArray removeAllObjects];
[fencePoleImageArray removeAllObjects];
[fenceImageArray removeAllObjects];
........
}
The crash happens here at the checkFence function.
-(BOOL)checkFence {
if (onFencePole == 0) {
return YES;
}
else if (onFencePole >= 1 && onFencePole < currentMaxFencePole - 1) {
CGPoint tempPoint1 = currentTapLoc;
CGPoint tempPoint2 = [[fencePoleArray objectAtIndex:onFencePole-1] returnPos]; // the crash happens at this line
if ([self checkDistance:tempPoint1 point2:tempPoint2]) {
return YES;
}
else {
return NO;
}
}
else if (onFencePole == currentMaxFencePole - 1) {
......
}
else {
return NO;
}
}
So the problem here is, everything works fine until checkFence is called the 2nd time after endOpenState is called. So its like tap_screen -> tap_screen -> press_button_to_call_endOpenState -> tap screen -> tap_screen -> crash
What I'm thinking of is that fencePoleArray got messed up when I used [fencePoleArray removeAllObjects] because it doesn't crash when I comment it out. It would really be great if someone can explain to me what went wrong. And thanks in advance.
First, a couple of suggestions:
if (!elecFence) {
fencePole = [[Fence alloc] initFence:onFencePole
fenceType:1 fencePos:currentTapLoc];
}
else {
fencePole = [[Fence alloc] initFence:onFencePole
fenceType:2 fencePos:currentTapLoc];
}
You’re making this too hard, how about this:
const int fenceType = elecFence ? 2 : 1;
Fence *fencePole = [[Fence alloc] initFence:onFencePole
fenceType:fenceType fencePos:currentTapLoc];
And this:
int xMax = [fencePoleArray count];
int yMax = [fenceImageArray count];
for (int x = 0; x < xMax; x++) {
[[fencePoleImageArray objectAtIndex:x] removeFromSuperview];
}
for (int y = 0; y < yMax; y++) {
[[fenceImageArray objectAtIndex:y] removeFromSuperview];
}
Could be shortened using makeObjectsPerformSelector:
const SEL remove = #selector(removeFromSuperview);
[fencePoleImageArray makeObjectsPerformSelector:remove];
[fenceImageArray makeObjectsPerformSelector:remove];
This is shorter and safer, as the xMax bound in your code is computed from fencePoleArray and used to iterate over fencePoleImageArray. (Could be right, could be wrong.)
Now to the objectAtIndex: call. If the array is still in memory and you tried to access an object beyond the array bounds, you would get an exception. So that I guess that either the array or some of the objects in it got released without you knowing it. You could try to NSLog the array and the object on given index and try to log their retainCount. If the logging line crashes, you have found the object that’s been released and can start looking for the cause.
(And one more thing: You should split the game logic into a separate model class. This simplifies the code and makes it easier to reason about.)
If you want to use properties, you should use self.propertyName = ... instead of propertyName = ....
Hope this will help.

Multi-line TextField (similar to SMS) and / or 'Done' button in UITextView

I've been researching this for a few days now, and would appreciate a little help. Is there any way to generate a multi-line UITextField like Apple use in the SMS application? The useful thing about this control is that it has the 'sunk' appearance that makes it clear that it is a text entry box, but at the same time, it expands on each new-line character.
Failing that, if I'm forced to use a UITextView, can anyone advise how best to dismiss the keyboard ? Both the 'Done' and the 'Go' buttons just appear to generate newline characters ('\n'). This seems wrong to me - surely at least one of these should generate a different character, so that I can still allow for newline characters, but also dismiss my keyboard on a specific key press.
Am I missing something simple here ?
Thanks in advance :)
Maybe you can build upon a class I wrote? It's the same as tttexteditor, without the ugly glitches: http://www.hanspinckaers.com/multi-line-uitextview-similar-to-sms
An old question, but after several hours I've figured out how to make it the same perfectly as in Instagram (it has the best algorithm among all BTW)
Initialize with this:
// Input
_inputBackgroundView = [[UIImageView alloc] initWithFrame:CGRectMake(0.0f, size.height - _InputBarHeight, size.width, _InputBarHeight)];
_inputBackgroundView.autoresizingMask = UIViewAutoresizingNone;
_inputBackgroundView.contentMode = UIViewContentModeScaleToFill;
_inputBackgroundView.userInteractionEnabled = YES;
[self addSubview:_inputBackgroundView];
[_inputBackgroundView release];
[_inputBackgroundView setImage:[[UIImage imageNamed:#"Footer_BG.png"] stretchableImageWithLeftCapWidth:80 topCapHeight:25]];
// Text field
_textField = [[UITextView alloc] initWithFrame:CGRectMake(70.0f, 0, 185, 0)];
_textField.backgroundColor = [UIColor clearColor];
_textField.delegate = self;
_textField.contentInset = UIEdgeInsetsMake(-4, -2, -4, 0);
_textField.showsVerticalScrollIndicator = NO;
_textField.showsHorizontalScrollIndicator = NO;
_textField.font = [UIFont systemFontOfSize:15.0f];
[_inputBackgroundView addSubview:_textField];
[_textField release];
[self adjustTextInputHeightForText:#""];
Fill UITextView delegate methods:
- (void) textViewDidBeginEditing:(UITextView*)textView {
[self adjustTextInputHeightForText:_textField.text];
}
- (void) textViewDidEndEditing:(UITextView*)textView {
[self adjustTextInputHeightForText:_textField.text];
}
- (BOOL) textView:(UITextView*)textView shouldChangeTextInRange:(NSRange)range replacementText:(NSString*)text {
if ([text isEqualToString:#"\n"])
{
[self performSelector:#selector(inputComplete:) withObject:nil afterDelay:.1];
return NO;
}
else if (text.length > 0)
{
[self adjustTextInputHeightForText:[NSString stringWithFormat:#"%#%#", _textField.text, text]];
}
return YES;
}
- (void) textViewDidChange:(UITextView*)textView {
[self adjustTextInputHeightForText:_textField.text];
}
And the trick is...
- (void) adjustTextInputHeightForText:(NSString*)text {
int h1 = [text sizeWithFont:_textField.font].height;
int h2 = [text sizeWithFont:_textField.font constrainedToSize:CGSizeMake(_textField.frame.size.width - 16, 170.0f) lineBreakMode:UILineBreakModeWordWrap].height;
[UIView animateWithDuration:.1f animations:^
{
if (h2 == h1)
{
_inputBackgroundView.frame = CGRectMake(0.0f, self.frame.size.height - _InputBarHeight, self.frame.size.width, _InputBarHeight);
}
else
{
CGSize size = CGSizeMake(_textField.frame.size.width, h2 + 24);
_inputBackgroundView.frame = CGRectMake(0.0f, self.frame.size.height - size.height, self.frame.size.width, size.height);
}
CGRect r = _textField.frame;
r.origin.y = 12;
r.size.height = _inputBackgroundView.frame.size.height - 18;
_textField.frame = r;
} completion:^(BOOL finished)
{
//
}];
}
Facebook has released an open-source package called Three20 that has a multi-line text field. You can use this pretty easily for an expanding text field.
As for the "Done" button, you can set your view controller as a UITextFieldDelegate. Then use this method:
- (BOOL)textFieldShouldReturn:(UITextField *)textField {
// Do whatever you want for your done button
return YES;
}
In the case of Three20, use this method of TTTextEditorDelegate:
- (BOOL)textFieldShouldReturn:(TTTextEditor *)textField {
// Do whatever you want for your done button
return YES;
}
Well, I had a similar problem, and what I ended up using is actually create a disabled UITextField as the background and a UITextView above it to get the input... It sucks that iPhone API cannot have this by default. Also note that this does not auto-expand, but you can do this if you want by handling the textViewDidChange:
As for handling the return key, try implementing the following method from the UITextViewDelegate:
- (void)textViewDidChange:(UITextView *)inTextView {
NSString *text = inTextView.text;
if ([text length] > 0 && [text characterAtIndex:[text length] -1] == '\n') {
inTextView.text = [text substringToIndex:[text length] -1]; // remove last return from text view
[inTextView resignFirstResponder]; // hide keyboard
}
}
(void)textEditorDidBeginEditing:(TTTextEditor *)textEditor {
And
(void)textEditorDidEndEditing:(TTTextEditor *)textEditor {
might be what you're looking for. Enjoy!