[iphone] in app store - remembering a purchase
excerpt from: *Built-in Product Model*http://developer.apple.com/iphone/library/documentation/NetworkingInternet/Conceptual/StoreKitGuide/Overview%20of%20the%20Store%20Kit%20API/OverviewoftheStoreKitAPI.html#//apple_ref/doc/uid/TP40008267-CH100-SW12 * In the built-in product model, everything required to deliver products is built in to your application. * *,,, After a product is successfully purchased, your application must unlock the feature and deliver it to the user. The simplest way to unlock features is by changing your Application Preferences. Application preferences are backed up when users backs up their phones. **Your application may want to recommend to users that they back up their phones after making a purchase to ensure that purchases are not lost.* * * * * Question: Is it correct to assume that if a user buys an in app store item, but does not back up his iphone, and deletes the application and reinstalls it, there is no way for the app to know that the item was bought before? If this is not correct, what would be the options available? Thank you, Dragos iphodea.com ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
self release
I have the following scenario: A UIViewController, called BookViewController represents a book. Another UIViewController, ChapterViewController, represents a chapter in the book. BookViewController initializes and displays one ChapterViewController, that represents the current chapter that is read. The user moves through the pages of the chapter, back and forth. This functionality belongs to ChapterViewController. When the last page of the chapter is reached and the user tries to get to the next page, the code inside the ChapterViewController has somehow to tell the parent controller, BookViewController that it needs to be released and another chapter to be initialized. How can this be achieved? Your help is appreciated. Dragos ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
Re: NSString and UIWebView load
I still cannot figure this out, so any help would be kind appreciated. I followed the debugging steps from herehttp://www.corbinstreehouse.com/blog/index.php/2007/10/instruments-on-leopard-how-to-debug-those-random-crashes-in-your-cocoa-app/and here is what I obtained: Code except: .h file: ... @interface DetailViewController : UIViewController UIWebViewDelegate ... .m file: - (void) webViewDidFinishLoad:(UIWebView *)sender { NSLog(@Enter webViewDidFinishLoad); if(saveView==YES){ //add a new page to the scroll view NSLog(@save view for page %d, crtPage); NSString* htmlTemplate = @htmlbodydiv align='justify'font face='American Typewriter' color='black' size='2'@text/font/div/body/html; NSString * htmlContentTemp = [aChapter.content substringWithRange: NSMakeRange(startPos,crtPos-startPos)]; htmlContentTemp = [htmlContentTemp stringByReplacingOccurrencesOfString:@~ withString:@br/nbsp;nbsp;]; htmlContentTemp = [htmlTemplate stringByReplacingOccurrencesOfString: @@text withString:htmlContentTemp]; UIWebView* newWebView = [[UIWebView alloc] initWithFrame:CGRectMake(5,5,310 ,400)]; [newWebView loadHTMLString:htmlContentTemp baseURL:[NSURL URLWithString:@ ]]; [scrollView addSubview:newWebView]; [newWebView release]; } } The log shows me that: 12/09/09 4:22:42 PM alice[1572] *** -[CFString _createSubstringWithRange:]: message sent to deallocated instance *0x7495ac0* that corresponds to: # Category Event Type Timestamp Address Size Responsible Library Responsible Caller 342 CFString CFRelease 00:20.347 *0x7495ac0* *0* UIKit *-[UIWebDocumentView loadHTMLString:baseURL:*] So making a long story short, when I launch *[newWebView **loadHTMLString**:htmlContentTemp **baseURL**:[**NSURL** ** URLWithString**:**@**]];* the string *htmlContentTemp* gets deallocated before the *UIWebView* loaded the content Any suggestion how I can prevent that? Thanks a lot, Dragos On Fri, Sep 11, 2009 at 10:10 PM, Andrew Farmer andf...@gmail.com wrote: On 11 Sep 2009, at 06:59, Dragos Ionel wrote: Is the following code supposed to run correctly? NSString* *htmlContent* = ...;// very long html content UIWebView* webView = [[UIWebView alloc] initWithFrame:...]; [webView loadHTMLString:*htmlContent* baseURL:...]; //assume this will take some time *htmlContent* = @different text; My question is if the memory space for *htmlContent* will be preserved until the webView finishes loading it, considering the fact that it will run in a different thread. Assigning a new value to a NSString * pointer does not mutate the original string. ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
NSString and UIWebView load
Is the following code supposed to run correctly? NSString* *htmlContent* = ...;// very long html content UIWebView* webView = [[UIWebView alloc] initWithFrame:...]; [webView loadHTMLString:*htmlContent* baseURL:...]; //assume this will take some time *htmlContent* = @different text; My question is if the memory space for *htmlContent* will be preserved until the webView finishes loading it, considering the fact that it will run in a different thread. Thanks, Dragos iphodea.com http://www.iphodea.com ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
UIWebView height calculation
Hi, 1. I am trying to find how much text fits in a UIWebView of a certain size (let's say 320x400). For this, I am using a UIWebViewDelegate in the following way: - (void)webViewDidFinishLoad:(UIWebView *)webView{ //... CGSize size = [webView sizeThatFits:CGSizeZero]; int h = size.height; if(h=maxHeight) { //add another character to the string htmlContent ... } else { //reached the maximum height, do nothing return; } [webView loadHTMLString:htmlContent baseURL:[NSURL URLWithString:@]]; } Is it a good idea to call loadHTMLString from a delegate? The delegate is supposed to run in a different thread than the main one 2. Is there a simpler way to find how much content can fit in a UIWebView? Thanks a lot, Dragos ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
[iphone] ebook
Hi, I am trying to build a book reader for iPhone. If any of have any experience, can you please guide me? For example - should I use a UITextView or UIWebView? - how can the page flip effect can be achieved? No need to go to details, just direct me into the right direction. Thanks a lot, Dragos ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
[iphone] UIScrollView event handling
Hi, I have a UIVew that contains a UIScrollView. UIScrollView is handling tap events, by moving the photos. I would like to be able to handle swipe events in the UIView (the parent of the scroll view). Is it possible? Thanks a lot, Dragos ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
[iphone] displaying multiple images
Is there any control that would allow to load multiple images at once and to navigate from one to another by swipe gesture (in the same way one navigates from one screen to another on the iPhone applications screens)? Thanks a lot, Dragos ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
Re: [iphone] split an image
I am trying to create a puzzle from an image. Divide the image in multiple parts, let's say 4x4=16, mix them and then ask the user to move them back in the original spots. Thanks, Dragos On Tue, Aug 4, 2009 at 4:26 PM, David Duncan david.dun...@apple.com wrote: On Aug 4, 2009, at 12:45 PM, Dragos Ionel wrote: Is there a simple way to split an image? For example, divide it in to 2x2 = 4 pieces. Is UIImage the way to go? You somehow need to draw the image 4 times, but depending on what you are trying to do there are different approaches. Could you elaborate? -- David Duncan Apple DTS Animation and Printing ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
Re: something I can't understand
verticalLoc and x are readonly values, you cannot assign them. use the frame property, first to retrieve it, change the x value and then to reassign to the button. something like CGFrame frame = pPngButton.frame; frame.x = ...; pPngButton.frame = frame; Dragos On Wed, Jul 29, 2009 at 3:24 AM, Agha Khan agha.k...@me.com wrote: Hi: Thank you for your reply. Oh yes. It an Objective-C class. regardless I place (bVerticalDisplay == YES) or not. The function silently fails, with no warnings. The I decided to pPngButton.verticalLoc.x = (bVerticalDisplay == YES) ? 250 : 410; This time I got warning. error: lvalue required as left operand of assignment Many thanks -Agha On Jul 28, 2009, at 7:59 PM, Kiel Gillard wrote: On 29/07/2009, at 12:52 PM, Agha Khan wrote: Hi: I have a struct @interface PngButton : UIButton { @public bool OffPos; CGPoint horizontalLoc; CGPoint verticalLoc; } @property (assign) bool OffPos; @property (assign) CGPoint horizontalLoc; @property (assign) CGPoint verticalLoc; @end No, you have an Objective-C class. PngButton* pPngButton = [PngButton buttonWithType:UIButtonTypeInfoDark]; [pPngButton setFrame:CGRectMake(screenRect.size.width - 70.0, 50.0, 36, 36)]; // No problem pPngButton.verticalLoc = CGPointMake((bVerticalDisplay == YES) ? 250 : 410, 50.0); I get an error error: lvalue required as left operand of assignment Why it is not working? I shouldn't get this error. Any help will be very much appreciated. Do you get any warnings? Try this and see what happens: pPngButton.verticalLoc = CGPointMake((bVerticalDisplay == YES ? 250.0 : 410.0), 50.0); Kiel ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/cocoa-dev/dragosionel%40gmail.com This email sent to dragosio...@gmail.com ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
Re: something I can't understand
Actually it was my mistake as pointed by Glenn and Wagner. My apologies to have misled. Dragos iphodea.com On Wed, Jul 29, 2009 at 2:40 PM, Agha Khan agha.k...@me.com wrote: Hi Dragos lonal:I didn't mention they have readonly attributes. How can we remove readonly attribute? Thanks for reply. Agha On Jul 29, 2009, at 6:35 AM, Dragos Ionel wrote: verticalLoc and x are readonly values, you cannot assign them. use the frame property, first to retrieve it, change the x value and then to reassign to the button. something like CGFrame frame = pPngButton.frame; frame.x = ...; pPngButton.frame = frame; Dragos On Wed, Jul 29, 2009 at 3:24 AM, Agha Khan agha.k...@me.com wrote: Hi: Thank you for your reply. Oh yes. It an Objective-C class. regardless I place (bVerticalDisplay == YES) or not. The function silently fails, with no warnings. The I decided to pPngButton.verticalLoc.x = (bVerticalDisplay == YES) ? 250 : 410; This time I got warning. error: lvalue required as left operand of assignment Many thanks -Agha On Jul 28, 2009, at 7:59 PM, Kiel Gillard wrote: On 29/07/2009, at 12:52 PM, Agha Khan wrote: Hi: I have a struct @interface PngButton : UIButton { @public bool OffPos; CGPoint horizontalLoc; CGPoint verticalLoc; } @property (assign) bool OffPos; @property (assign) CGPoint horizontalLoc; @property (assign) CGPoint verticalLoc; @end No, you have an Objective-C class. PngButton* pPngButton = [PngButton buttonWithType:UIButtonTypeInfoDark]; [pPngButton setFrame:CGRectMake(screenRect.size.width - 70.0, 50.0, 36, 36)]; // No problem pPngButton.verticalLoc = CGPointMake((bVerticalDisplay == YES) ? 250 : 410, 50.0); I get an error error: lvalue required as left operand of assignment Why it is not working? I shouldn't get this error. Any help will be very much appreciated. Do you get any warnings? Try this and see what happens: pPngButton.verticalLoc = CGPointMake((bVerticalDisplay == YES ? 250.0 : 410.0), 50.0); Kiel ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/cocoa-dev/dragosionel%40gmail.com This email sent to dragosio...@gmail.com ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
Re: Rotating image
No need to release an image created using the imageNamed. Dragos On Sun, Jul 26, 2009 at 4:00 AM, Agha Khan agha.k...@me.com wrote: HI: I have an image which works fine. UIImage *img = [UIImage imageNamed:@background.png]; [img drawAtPoint:CGPointMake(0,0)]; [img release]; Now suppose I want to rotate that image at 90 degree. Is there an easy way to accomplish this task? Best regards Agha ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/cocoa-dev/dragosionel%40gmail.com This email sent to dragosio...@gmail.com ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
Re: memory allocation different in simulator and on the iPhone
You are right, I was over releasing and maybe that was crashing the app. But still, even without [image release] the memory used by the app on iPhone is slowly increasing (like 3K for each image display). Maybe that is supposed to happen , maybe something is cached somewhere. But the good thing is it did not crash anymore after 200-300 images displayed. Thanks a lot, Dragos On Fri, Jul 24, 2009 at 3:14 AM, Jonathan del Strother maill...@steelskies.com wrote: UIImage* image = [UIImage imageNamed:fileName]; UIImageView *imageView = [[UIImageView alloc] initWithImage:image]; [image release]; You're overreleasing the image there. You sure the phone is dying because it's out of memory, rather than because of that? On Fri, Jul 24, 2009 at 3:07 AM, Dragos Ioneldragosio...@gmail.com wrote: Hi, I am working on a animal encyclopedia on iPhone. One of the pages displays one photo of an animal. When the user swipes the screen the image is replaced with another one. This works fine and when tested in the simulator with the Instrument for Object Allocation, all looks cool. When I tested on the real iPhone with Instrument, the memory used increases slowly but constantly so that eventually the application dies. Here is the method that is doing the image changing (direction means if the new image should come from left or from right). The class is a UIViewController -(void) displayAnimal: (int) animaIndex fromDirection:(int)direction{ crtIndex = animaIndex; NSString* animalName = [[animalList objectAtIndex:animaIndex] objectForKey: @name]; NSString* fileName = [[animalList objectAtIndex:animaIndex] objectForKey: @file]; self.title = animalName; //remove all the subviews for (UIView *view in self.view.subviews) { [view removeFromSuperview]; } UIView* backgroundView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 320, 480)]; backgroundView.backgroundColor = [UIColor blackColor]; [self.view addSubview:backgroundView]; [backgroundView release]; UIImage* image = [UIImage imageNamed:fileName]; UIImageView *imageView = [[UIImageView alloc] initWithImage:image]; [image release]; CGRect imageFrame = imageView.frame; imageFrame.origin = CGPointMake(320*direction,0); imageView.frame = imageFrame; [self.view addSubview:imageView]; [UIView beginAnimations: nil context: @identifier]; [UIView setAnimationCurve: UIViewAnimationCurveEaseInOut]; [UIView setAnimationDuration:0.5]; imageFrame.origin = CGPointMake(0,0); imageView.frame = imageFrame; [UIView commitAnimations]; [imageView release]; } Can you see anything that is not right? Why is the memory allocation showing different in simulator and on the iPhone? Thanks a lot, Dragos ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/cocoa-dev/maillist%40steelskies.com This email sent to maill...@steelskies.com ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
Re: memory allocation different in simulator and on the iPhone [solved]
Dear all, Thank you all for the feedback. With that help and few hours of digging I was able to solve the problem. Just for reference here is what I was doing wrong; 1. UIImage* image = [UIImage imageNamed:fileName]; UIImageView *imageView = [[UIImageView alloc] initWithImage:image]; *[image **release**];* If an image is created using imageNamed, then it is released automatically so [image release] is incorrect; 2. At one point I was doing [titleLabel dealloc] for a UILabel instead of [titleLabel release]; *How I discover where it was crashing*? I added NSLog in different part of the code, run the application in simulator, and selected Hardware - Simulate Memory Warning. *How I got tricked?* I looked at memory allocation and after each imagedNamed there was a huge increase. That made me think that I have to release the image which is not correct. The imageNamed is caching the image, but it is clearing the cache when need be. Your help was much appreciated! Dragos On Thu, Jul 23, 2009 at 10:07 PM, Dragos Ionel dragosio...@gmail.comwrote: Hi, I am working on a animal encyclopedia on iPhone. One of the pages displays one photo of an animal. When the user swipes the screen the image is replaced with another one. This works fine and when tested in the simulator with the Instrument for Object Allocation, all looks cool. When I tested on the real iPhone with Instrument, the memory used increases slowly but constantly so that eventually the application dies. Here is the method that is doing the image changing (direction means if the new image should come from left or from right). The class is a UIViewController -(void) displayAnimal: (int) animaIndex fromDirection:(int)direction{ crtIndex = animaIndex; NSString* animalName = [[animalList objectAtIndex:animaIndex] objectForKey:@name]; NSString* fileName = [[animalList objectAtIndex:animaIndex] objectForKey :@file]; self.title = animalName; //remove all the subviews for (UIView *view in self.view.subviews) { [view removeFromSuperview]; } UIView* backgroundView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 320, 480)]; backgroundView.backgroundColor = [UIColor blackColor]; [self.view addSubview:backgroundView]; [backgroundView release]; UIImage* image = [UIImage imageNamed:fileName]; UIImageView *imageView = [[UIImageView alloc] initWithImage:image]; [image release]; CGRect imageFrame = imageView.frame; imageFrame.origin = CGPointMake(320*direction,0); imageView.frame = imageFrame; [self.view addSubview:imageView]; [UIView beginAnimations: nil context: @identifier]; [UIView setAnimationCurve: UIViewAnimationCurveEaseInOut]; [UIView setAnimationDuration:0.5]; imageFrame.origin = CGPointMake(0,0); imageView.frame = imageFrame; [UIView commitAnimations]; [imageView release]; } Can you see anything that is not right? Why is the memory allocation showing different in simulator and on the iPhone? Thanks a lot, Dragos ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
memory allocation different in simulator and on the iPhone
Hi, I am working on a animal encyclopedia on iPhone. One of the pages displays one photo of an animal. When the user swipes the screen the image is replaced with another one. This works fine and when tested in the simulator with the Instrument for Object Allocation, all looks cool. When I tested on the real iPhone with Instrument, the memory used increases slowly but constantly so that eventually the application dies. Here is the method that is doing the image changing (direction means if the new image should come from left or from right). The class is a UIViewController -(void) displayAnimal: (int) animaIndex fromDirection:(int)direction{ crtIndex = animaIndex; NSString* animalName = [[animalList objectAtIndex:animaIndex] objectForKey: @name]; NSString* fileName = [[animalList objectAtIndex:animaIndex] objectForKey: @file]; self.title = animalName; //remove all the subviews for (UIView *view in self.view.subviews) { [view removeFromSuperview]; } UIView* backgroundView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 320, 480)]; backgroundView.backgroundColor = [UIColor blackColor]; [self.view addSubview:backgroundView]; [backgroundView release]; UIImage* image = [UIImage imageNamed:fileName]; UIImageView *imageView = [[UIImageView alloc] initWithImage:image]; [image release]; CGRect imageFrame = imageView.frame; imageFrame.origin = CGPointMake(320*direction,0); imageView.frame = imageFrame; [self.view addSubview:imageView]; [UIView beginAnimations: nil context: @identifier]; [UIView setAnimationCurve: UIViewAnimationCurveEaseInOut]; [UIView setAnimationDuration:0.5]; imageFrame.origin = CGPointMake(0,0); imageView.frame = imageFrame; [UIView commitAnimations]; [imageView release]; } Can you see anything that is not right? Why is the memory allocation showing different in simulator and on the iPhone? Thanks a lot, Dragos ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
link a web page from a view
I am working on a simple iPhone application. One page contains a UIView with some information and a link to a website. What controls should I use so that when the user taps the link, the application to stop and the browser application to load the website. Thank you, Dragos ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com