Best practice for actions invocation across multi-tiered subviews
I feel this is a relatively newbie question, however the archive searching at http://search.lists.apple.com/ seems unavailable. I am wondering what the best implementation practice is for the following scenario I have a the following object view hierarchy (simplified for discussion) Root View Controller |-Action to Manipulate Main and Alternate View Controllers |-View Controller (Alternate) |-View Controller (Main) |-Main View |-Custom Button A |- Method to update attributes of Custom Button A |-Custom Button B |- Method to update attributes of Custom Button B |-Custom Button C |- Method to update attributes of Custom Button C Now View Controller (Main) has no knowledge of any of the Custom Buttons as that is the job of Main View. The Action in Root View is there to manage transitions, animations etc between the Main and Alternate views. The Method of the Custom Buttons is specific to the button objects and gets invoked on a button event such as an event up. The challenge I am having is that the method of the buttons needs to do it's local object updates and then invoke a view transition by calling the action in the Root View. What is the best practice for "coding" the custom button method to invoke the root view action. Nothing I seem to think of is clean in maintaining the abstractions between the Root Controller and the Main Views implementation of the buttons. Apologies if the question is too open ended - since it's a best practices question I'm trying to avoid "leading the witness". Thanks in advance, Richard ___ 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 [EMAIL PROTECTED]
Re: iPhone: Flip core animation performance with images in UIButtons
Noted - thanks - I will come back in 11 days (or when appropriate) unless we feel cocoa for the iPhone is not for this list at that time. If someone is able to point me in the direction of a legitimate source of help that I'm allowed to go to feel free to point me in the right direction. Apologise for the transgression. Richard On Jul 1, 2008, at 12:02 AM, Michael Kaye wrote: Richard, Sorry but we can't discuss iPhone Development on this forum as the iPhone SDK is still under NDA... Regards, Michael. On 30 Jun 2008, at 23:53, Richard Adams wrote: Hi All, I'm in the process of learning Cocoa/Objective-C and I'm writing some stuff for the iPhone as an exercise. I am writing a simple application based on the "Utility Application" iPhone Template with the latest SDK Beta 8. This is a simple 2 view application with a routine called "toggleview" that sets up an animation between the 2 views to do a "UIViewAnimationTransitionFlipFromRight" transition. The issue arrises when one view has lots of UIButtons (>40) WITH active background images set with code like . [self setBackgroundImage:[UIImage imageNamed:@"blank_37.png"] forState:UIControlStateNormal]; Where "self" is a UIButton derived custom class. As the number of buttons increases the animation processing slows down to the point that there is no animation and it approaches 2 frames of animation - first frame and last frame (ie no perceived animation). I have proved it is the images in the buttons because performance is great with just a background colour set (no images), I can also see the animation render at very low frame rates if I significantly increase the transition time, and performance increase the fewer buttons with images there are. So my question is - given I don't want to reduce the number of buttons, and I want the images for eye candy reasons, is there anything I can do to improve performance of the core animation transition? Tx Richard PS. This is running in the simulator on an Intel Macbook Pro with 2GB of memory and not iPhone natively (I couldn't get into the developer early access) ___ 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/michaelkaye %40mac.com This email sent to [EMAIL PROTECTED] ___ 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 [EMAIL PROTECTED]
iPhone: Flip core animation performance with images in UIButtons
Hi All, I'm in the process of learning Cocoa/Objective-C and I'm writing some stuff for the iPhone as an exercise. I am writing a simple application based on the "Utility Application" iPhone Template with the latest SDK Beta 8. This is a simple 2 view application with a routine called "toggleview" that sets up an animation between the 2 views to do a "UIViewAnimationTransitionFlipFromRight" transition. The issue arrises when one view has lots of UIButtons (>40) WITH active background images set with code like . [self setBackgroundImage:[UIImage imageNamed:@"blank_37.png"] forState:UIControlStateNormal]; Where "self" is a UIButton derived custom class. As the number of buttons increases the animation processing slows down to the point that there is no animation and it approaches 2 frames of animation - first frame and last frame (ie no perceived animation). I have proved it is the images in the buttons because performance is great with just a background colour set (no images), I can also see the animation render at very low frame rates if I significantly increase the transition time, and performance increase the fewer buttons with images there are. So my question is - given I don't want to reduce the number of buttons, and I want the images for eye candy reasons, is there anything I can do to improve performance of the core animation transition? Tx Richard PS. This is running in the simulator on an Intel Macbook Pro with 2GB of memory and not iPhone natively (I couldn't get into the developer early access) ___ 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 [EMAIL PROTECTED]
Re: Building a Setup Assistant
I'm a relative newbie to cocoa but I found this interesting tidbit when looking at core animation - how to build a wizard dialog using core animation http://www.cimgf.com/2008/03/03/core-animation-tutorial-wizard-dialog-with-transitions/ I hope this helps Richard On Jun 28, 2008, at 10:15 PM, Christopher Keath wrote: For the life of me, I just don't know where to begin on this seemingly simple project, which is basically my first Xcode project. Quite specifically, I can't seem to figure out how to setup the 'Next' button that would step you thru each stage of the process. All I want to do is collect some text based info that I will write out to a plist. But this process will involve about 10 windows that ask various questions, and later windows will need access to info entered in earlier windows. KInd of like the registration apps that launch after an application installs. I have read through Cocoa with Objective C (the O'Reilly book) but there is nothing about having non-document based apps with more then 1 window. I have looked thru the examples as well, but none seem to follow this format. I'm especially having trouble with the fact that I am using XCode 3, and it looks nothing like the examples in the book - for the life of me I can't figure out where the Classes Menu went, and I can't find the Instantiate command that will make the header files and so forth in Xcode based on what I do in IB. So anyway - Do I want to try and do this with only 1 window object, and have each stage simply load a new view? Or do I want a new nib for each step? In either case, I have no idea where to begin. I can add my initial text box that will hold my Welcome message, and I can add the 'Next' button, all to the Window, but have no idea where to go from there Do I need some kind of custom class for this? Where do I overwrite the default latin text that is in my box? Can window have multiple views that are mutually exclusive? or do I need to load a new nib for each window? How do you load a new nib? How do you take the old one off? Should I be trying to use core data for this? I messed with that for a while but for the life of me could not figure out how to attach the data objects I made in the Core Data part of XCode to fields in IB. I can do the table view stuff from the book too, to get and write the data I want for each window, but structurally, I'm not sure how to setup a series of windows that would all have access to that data, or even how to load the next window. I know it's a very basic question, but I would really appreciate the help. THANKS! Chris ___ 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/cocoa-dev.aml%40slayford.com This email sent to [EMAIL PROTECTED] ___ 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 [EMAIL PROTECTED]