On Dec 7, 2009, at 4:12 pm, Chunk 1978 wrote:

>       if ([[[event allTouches] anyObject] view] == self)
>               {
>               for (UITouch *touch in touches)
>                       {
>                       CGPoint touchPoint = [[touches anyObject] 
> locationInView:self];
>                       switch ([touches count])
>                               {
>                               case 1: [self Touch1:touchPoint];
>                                               break;
> 
This logic doesn't make sense at all.
Moreover the custom method doesn't follow any standard Cocoa naming conventions.

You probably want something more like:


- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
    
    NSMutableArray *myTouches = [[NSMutableArray alloc] initWithCapacity:5];
    NSArray *myLabels = [[NSArray alloc] initWithObjects:touchLabel1, 
touchLabel2, touchLabel3, touchLabel4, touchLabel5, nil];
    
    UITouch *touch;
    
    for (touch in touches) {
        if (touch.view == self) {
            [myTouches addObject:touch];
        }
    }

    NSUInteger i, count;
    count = [myTouches count];
    
    for (i = 0; i < 5; i++) {
        UILabel *label = [myLabels objectAtIndex:i];
        NSString *text = @"";
        if (i < count) {
            UITouch *touch = [myTouches objectAtIndex:i];
            text = NSStringFromCGPoint([touch locationInView:self]);
        }
        label.text = text;
    }
    
    [myTouches release];
    [myLabels release];
}

(First pass, there may be a better strategy, but at least this will work.)

mmalc

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