Re: Trouble with code signing and app store submission

2012-03-30 Thread Martin Hewitson
They are all under Login->My Certificates. And I can see them under Login->Keys 
as well.

Perhaps I'll try deleting all my certificates and getting new ones from the 
Certificate Utility.

Martin


On Mar 30, 2012, at 08:52 AM, Roland King wrote:

> is that key (or those keys) in your 'login->keys' in Keychain Manager? I 
> think both the public and private keys need to be there. Not sure that just 
> being able to expand the certificate and see the key is enough.
> 
> On Mar 30, 2012, at 2:41 PM, Martin Hewitson wrote:
> 
>> According to Keychain Access, all my certificates have a private key. At 
>> least I can expand the certificate and see the private key. Do I need to do 
>> something to tell Xcode about these? I followed the usual steps of 
>> installing certificates, and as I said, this computer was able to submit app 
>> updates, the last time using Xcode 4.2. So something seems to have broken 
>> during a recent Xcode update. 
>> 
>> Martin
>> 
>> 
>> On Mar 29, 2012, at 05:12 PM, Conrad Shultz wrote:
>> 
>>> But is the corresponding private key in your keychain? Xcode isn't 
>>> complaining about your certificates, it's complaining about your key. 
>>> 
>>> (Sent from my iPad.)
>>> 
>>> --
>>> Conrad Shultz
>>> 
>>> On Mar 28, 2012, at 23:32, Martin Hewitson  
>>> wrote:
>>> 
 "" is a valid identity. However, the private key for the associated 
 identity "" is not installed on this Mac.
 
 I have created new certificates, chosen the "Refresh code signing 
 identity..." option, and tried refreshing under the Teams list in the 
 organiser. Nothing helps. I'm getting this problem for two different apps. 
 The code signing certificates I have seem to be valid, according to the 
 Organiser and to the Keychain Access.
>> 
>> 
>> Martin Hewitson
>> Albert-Einstein-Institut
>> Max-Planck-Institut fuer 
>>   Gravitationsphysik und Universitaet Hannover
>> Callinstr. 38, 30167 Hannover, Germany
>> Tel: +49-511-762-17121, Fax: +49-511-762-5861
>> E-Mail: martin.hewit...@aei.mpg.de
>> WWW: http://www.aei.mpg.de/~hewitson
>> 
>> 
>> 
>> 
>> 
>> 
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> 


Martin Hewitson
Albert-Einstein-Institut
Max-Planck-Institut fuer 
Gravitationsphysik und Universitaet Hannover
Callinstr. 38, 30167 Hannover, Germany
Tel: +49-511-762-17121, Fax: +49-511-762-5861
E-Mail: martin.hewit...@aei.mpg.de
WWW: http://www.aei.mpg.de/~hewitson








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Re: Trouble with code signing and app store submission

2012-03-30 Thread Quincey Morris
On Mar 29, 2012, at 23:41 , Martin Hewitson wrote:

> According to Keychain Access, all my certificates have a private key. At 
> least I can expand the certificate and see the private key. Do I need to do 
> something to tell Xcode about these? I followed the usual steps of installing 
> certificates, and as I said, this computer was able to submit app updates, 
> the last time using Xcode 4.2. So something seems to have broken during a 
> recent Xcode update. 

I don't think anything got broken, but it seems that codesign (or perhaps a 
different tool, but this detail is perhaps not important) started being 
stricter in 4.3 about detecting problems in your keychain. Unfortunately, it 
seems that Keychain Access can mask the problem which makes finding and fixing 
them difficult.

In my case -- which is not your case -- codesign kept telling me that I had 
multiple signing identities, when Keychain Access was clearly showing that I 
didn't. It eventually turned out that my Login keychain had the proper 
certificates (Mac development and installation) and the private keys, but my 
System keychain *also* had the private keys, though no certificates. Keychain 
did not reflect this (invalid) configuration correctly, which meant I couldn't 
see or fix the problem until I lucked into the answer.

Here's what I suggest you try:

1. Use Keychain Access to export your Mac development and installation private 
keys (2 keys). You want to do this anyway, because if you ever lose your 
keychain, there's no way to re-create the same private keys. The keychain 
export function should produce a '.p12' file which contains both keys.

2. Delete the Mac development and installation keys and certificates from your 
Login keychain (2 keys, 2 certificates).

3. Examine your Login and System (and any other) keychains carefully for any 
private key or certificate remnants. (In my case, the spurious System private 
keys didn't show up until step 3.) You might also want to run Terminal and try 
examining the keychains using codesign directly -- there's a command for 
displaying identities. (That's how I eventually found out what was wrong.)

4. When you've eliminated any secondary traces of the original Mac development 
and installation identities, re-import your private keys from the '.p12' file, 
which IIRC also re-imports the corresponding certificates. With a bit of good 
luck, you should now be able to codesign again.

Of course, there's a certain amount of risk to this, because you're deleting 
things and more-or-less hoping you can put back what you need.

Worst case (as far as these 2 identities are concerned), you can go to the 
developer site and revoke your certificate, and create new ones along with new 
private keys. However, if your keychain is still subtly messed up in some way, 
this might not resolve your original problem.

In the extreme (as far as the keychain is concerned), you might consider 
deleting and re-creating the entire Login keychain, but that brings the 
inconvenience of having to re-authorize all the other things you were keeping 
in there.

Disclaimer: I'm no expert on this subject, just a codesign victim who got lucky 
finding the way out. As usual, if I've got things wrong, smarter people will 
likely jump in and correct me.


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how to bring Accent pop up at proper place

2012-03-30 Thread Vaibhao Mahore
Hello All,



I am working on newly added feature "Press and Hold for Certain Keys " on mac 
lion for my application .The issue I have been facing is that accent pop up 
does not come at proper place when  user presses and holds down certain keys. 
Hence ,even if I type text in the middle of document, application shows accent 
pop up at the top left corner of document of application. In real sense , it 
should come at a place where text is being typed. I could not find  more 
documentation on this newly added feature  except Mac OS X Lion Release Notes 
for Cocoa Application Framework  
http://developer.apple.com/library/mac/#releasenotes/Cocoa/AppKit.html ,which 
talks about how to enable/disable  feature using key "ApplePressAndHoldEnabled" 
for specific application or system wide .



Any pointer on how we can bring accent pop up at proper place like in case of 
TextEdit application  on mac would be helpful.

Thanks in advance .


Regards,
Vaibhao Mahore

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Re: Getting the best frame rate for NSView drawing

2012-03-30 Thread jonat...@mugginsoft.com

On 29 Mar 2012, at 18:04, Kyle Sluder wrote:

> On Mar 29, 2012, at 5:12 AM, lbland  wrote:
> 
>> ... look at the call stack. On the Mac fill most likely calls opengl in the 
>> end as "Quartz GL" has gotten pretty good.
> 
> Quartz GL is not enabled by default.
> 
> Also, see this: 
> http://cocoawithlove.com/2011/03/mac-quartzgl-2d-drawing-on-graphics.html
> 

This was interesting background.
It leaves me even more curious as to why the OP's NSImage cache implementation 
performs so poorly.

Regards

Jonathan Mitchell
Mugginsoft LLP


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Re: how to bring Accent pop up at proper place

2012-03-30 Thread Ken Thomases
On Mar 30, 2012, at 3:14 AM, Vaibhao Mahore wrote:

> I am working on newly added feature "Press and Hold for Certain Keys " on mac 
> lion for my application .The issue I have been facing is that accent pop up 
> does not come at proper place when  user presses and holds down certain keys. 
> Hence ,even if I type text in the middle of document, application shows 
> accent pop up at the top left corner of document of application.

Are you using a custom view for text input?  Has it adopted the 
NSTextInputClient protocol and implemented the appropriate methods?

In particular, -firstRectForCharacterRange:actualRange: and 
-baselineDeltaForCharacterAtIndex:  are probably important.

Regards,
Ken


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Re: Getting the best frame rate for NSView drawing

2012-03-30 Thread Per Bull Holmen
Den 11:52 30. mars 2012 skrev jonat...@mugginsoft.com
 følgende:
>
> On 29 Mar 2012, at 18:04, Kyle Sluder wrote:
>
>> On Mar 29, 2012, at 5:12 AM, lbland  wrote:
>>
>>> ... look at the call stack. On the Mac fill most likely calls opengl in the 
>>> end as "Quartz GL" has gotten pretty good.
>>
>> Quartz GL is not enabled by default.
>>
>> Also, see this: 
>> http://cocoawithlove.com/2011/03/mac-quartzgl-2d-drawing-on-graphics.html
>>
>
> This was interesting background.
> It leaves me even more curious as to why the OP's NSImage cache 
> implementation performs so poorly.
>
> Regards

I haven't seen that implementation, but if the NSImage doesn't know
that its buffers won't change, that probably would mean excessive
transferring of data between the CPU and GPU. As I've said, I always
use OpenGL if I need high performance drawing, and I have found that
many approaches that you would think would make OpenGL able to just
leave the pixel data on the graphics card, in fact doesn't. After some
benchmarking, profiling and testing I've found that OpenGL's frame
buffer objects (NOT pixel buffers), are the best approach to avoid
transferring data to the GPU, and if no compositing operations are
needed, the quickest way to draw the cached image is with
glBlitFramebuffer. If you need to use higher level APIs, you need to
use glDrawPixels (which is slw) to transfer the data from an
offscreen NSGraphicsContext/CGContext into the frame buffer object,
THEN draw onto the screen using glBlitFramebuffer. Using glDrawPixels
directly to the screen, or making a display list to cache the
glDrawPixels operation is slow. I have no idea why.

I know this isn't much help if you want to use high-level APIs as the
main technology, instead of OpenGL together with Cocoa drawing
operations as "extra help". But the point is that you need to learn to
use the various graphics profiling and optimization tools that comes
with the developer package, to find out what ACTUALLY happens, and
where the bottlenecks actually are. I believe those tools intended for
OpenGL would be usable for QuartzGL too? I don't know. Often,
approaches that logically would seem efficient, turn out to be slow.
It's hard to find a uniform way of figuring out the most efficient
solution for each type of problem, you need to get some diagnostics
from the various profiling tools, and try out different solutions.
Hopefully, at least, you won't have to implement different solutions
for different video cards :-/

Per

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Re: Getting the best frame rate for NSView drawing

2012-03-30 Thread Per Bull Holmen
Den 13:21 30. mars 2012 skrev Per Bull Holmen  følgende:
> If you need to use higher level APIs, you need to
> use glDrawPixels (which is slw) to transfer the data from an
> offscreen NSGraphicsContext/CGContext into the frame buffer object,
> THEN draw onto the screen using glBlitFramebuffer. Using glDrawPixels
> directly to the screen, or making a display list to cache the
> glDrawPixels operation is slow. I have no idea why.

P.S: This is of course only efficient if the image doesn't change often.

Per

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Setting a mounted volumes icon

2012-03-30 Thread CoGe - Tamas Nagy
Hey List!

I trying to set the icon for a mounted volume in my application, without any 
success with NSWorkspace's setIcon method. Have anybody experience with this, 
or have an idea what should I try instead?

Thanks!

Tamas
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Displaying an arbitrary unicode character using CGContextShowTextAtPoint or CGContextShowGlyphsAtPoint

2012-03-30 Thread Jeff Schriebman
I need to display the upwards arrow character in a specific position in a view.
The unicode equivalence is U+2B06 and in UTF-8 it is E2 AC 86.

I can successfully display it in Xcode on the console using NSLog(@"This is an 
up arrow character \u2B06");

I have not found a way to use CGContextShowTextAtPoint to easily display such a 
character and the examples I have found using CGContextShowGlyphsAtPoint() seem 
to require me to use a font containing the upwards arrow glyph. Is there a 
generic all inclusive unicode font? What is the right approach to this issue? 
Suggestions are appreciated.

Jeff Schriebman






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Re: Displaying an arbitrary unicode character using CGContextShowTextAtPoint or CGContextShowGlyphsAtPoint

2012-03-30 Thread Jens Alfke

On Mar 30, 2012, at 9:18 AM, Jeff Schriebman wrote:

> I have not found a way to use CGContextShowTextAtPoint to easily display such 
> a character and the examples I have found using CGContextShowGlyphsAtPoint() 
> seem to require me to use a font containing the upwards arrow glyph.

I'm not familiar with the CG-level text APIs. But unless they're very low-level 
indeed, as long as they take Unicode strings you should be able to use 
arbitrary characters, and the renderer will substitute glyphs from appropriate 
fonts as needed.

—Jens

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Re: Displaying an arbitrary unicode character using CGContextShowTextAtPoint or CGContextShowGlyphsAtPoint

2012-03-30 Thread David Duncan
On Mar 30, 2012, at 9:18 AM, Jeff Schriebman wrote:

> I need to display the upwards arrow character in a specific position in a 
> view.
> The unicode equivalence is U+2B06 and in UTF-8 it is E2 AC 86.
> 
> I can successfully display it in Xcode on the console using NSLog(@"This is 
> an up arrow character \u2B06");
> 
> I have not found a way to use CGContextShowTextAtPoint to easily display such 
> a character and the examples I have found using CGContextShowGlyphsAtPoint() 
> seem to require me to use a font containing the upwards arrow glyph. Is there 
> a generic all inclusive unicode font? What is the right approach to this 
> issue? Suggestions are appreciated.


Why not just use the string drawing methods that are added to NSString by 
AppKit or UIKit (based on which your using)?
--
David Duncan


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Re: Displaying an arbitrary unicode character using CGContextShowTextAtPoint or CGContextShowGlyphsAtPoint

2012-03-30 Thread Douglas Davidson

On Mar 30, 2012, at 9:31 AM, Jens Alfke wrote:

> 
> On Mar 30, 2012, at 9:18 AM, Jeff Schriebman wrote:
> 
>> I have not found a way to use CGContextShowTextAtPoint to easily display 
>> such a character and the examples I have found using 
>> CGContextShowGlyphsAtPoint() seem to require me to use a font containing the 
>> upwards arrow glyph.
> 
> I'm not familiar with the CG-level text APIs. But unless they're very 
> low-level indeed, as long as they take Unicode strings you should be able to 
> use arbitrary characters, and the renderer will substitute glyphs from 
> appropriate fonts as needed.

They are in fact very low-level indeed, so ignore them unless you're prepared 
to write your own Unicode layout engine on top of them.  Use the string drawing 
APIs instead. 

Douglas Davidson


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Re: Getting the best frame rate for NSView drawing

2012-03-30 Thread Uli Kusterer
On 28.03.2012, at 09:36, Kenneth Baxter wrote:
> For testing purposes, I have a view that is 5,000 x 5,000 and have 100 of my 
> objects which are placed randomly and size 200 x 400.

 FWIW, I wrote a little game for a presentation at a conference once:

On the page http://macoun.de/material2010 there's a session with my name, with 
a link to the source code: http://macoun.de/wp-content/uploads/2010/11/5GS10.zip

Maybe I do something different from you that helps you track down why it's so 
slow for you with pure Quartz. Though I didn't really write this to be 
super-fast either. I only use the dirty rect, which means you get huge boxes if 
two objects that are at opposite ends of the scene change.

> For each object, I save the graphics state, transform my coordinates, clip to 
> the bounds of the object, draw it, and then restore the graphics state.

 Have you tried not clipping? Just to see what the performance difference is? 
If your cached image is already clipped, that would help. Also, for the objects 
that change, do your frames change uniquely, or could you cache several frames 
independently? E.g. in my game, I have about 5 frames for the player, which I 
just rotate through. They're images in my case, but maybe you have something 
that you could draw once beforehand, then reuse.

 Also, you might be able to share frames between sprites, thus reducing the 
number of images you have to draw.

> This sure does seem to be awfully slow. Instruments tell that the time is all 
> being spent in drawing the object, no matter how I do the drawing.

 Some more random thoughts:

1) Are you scaling your images? Intentionally? Accidentally? Have you tried 
using the drawAtPoint:-methods instead of drawInRect: to draw your images, to 
make sure you don't incur the cost of scaling?

2) Are you drawing on integral coordinates? Copying a whole pixel from an 
NSImage onto a whole pixel in your view means it has to interpolate each pixel, 
instead of just shoveling bytes across.

3) How are you creating your NSImage? The more you let the OS decide the image 
format, the more likely it is they'll be performant. If you force a certain bit 
depth or memory layout, you will incur conversion penalties every time you draw.

Cheers,
-- Uli Kusterer
"The Witnesses of TeachText are everywhere..."
http://www.masters-of-the-void.com




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Re: NSScrollView automatically changes scroller styles?

2012-03-30 Thread Raleigh Ledet
NSScrollView does various checks to see if the App is trying to put placards in 
the scroller area. If NSScrollView thinks there are placards, then it reverts 
back to legacy scrollers for compatibility. Some apps have been known to do 
this via a sibling view instead of a subview. This is why it intermittently 
happens during your animation as your sibling views momentarily overlap.

-raleigh

On Mar 27, 2012, at 2:03 PM, Nick Zitzmann  wrote:

> 
> On Mar 27, 2012, at 2:09 PM, Nick Zitzmann wrote:
> 
>> I've searched around but didn't see anything relevant. Why would an 
>> NSScrollView suddenly change its scroller style behind the application's 
>> back during a resize?
> 
> 
> I still wish I knew why this was happening, but I did find a workaround on my 
> own in case anyone finds this in the archives: My code was using the Leopard 
> animation proxy API to animate resizing a scroll view at the same time that a 
> neighboring view was being resized into view by the same API. I took that out 
> and used the older NSViewAnimation class to animate both views into place, 
> and then the problem went away. :\
> 
> Nick Zitzmann
> 
> 
> 
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Re: Can't receive a scrollWheel message in a PDFView subclass

2012-03-30 Thread Raleigh Ledet
There is probably a subview that is intercepting the event. You subclass should 
override hitTest to return self for specific current events so that it gets 
first crack at the event. See the Target Gallery sample project.
  
https://developer.apple.com/library/mac/#samplecode/TargetGallery/Introduction/Intro.html#//apple_ref/doc/uid/DTS40008923

-raleigh

On Mar 28, 2012, at 12:53 PM, Nick  wrote:

> Hello
> Sorry for flooding the list with basic questions, but I really don't
> have a big experience with the Cocoa development.
> 
> I am delving currently into PDFKit for Mac, trying to display a PDF
> document on a window. I also would like to change default behavior of
> this control (this is a  customized application, that should allow
> user draw onto PDF pages, so preserving "natural" PDFView
> functionality is not needed, PDF page is rather treated as a canvas
> for drawing).
> For example, I would like the user to be able to draw a rectangle with
> the right mouse button (instead of displaying context menu), or zoom
> in/out the document with the scroll wheel, or "pan" the document (that
> has been zoomed in) with the left mouse button, just like Mac OS
> Preview application does it in its Move mode.
> To achieve this, I have subclassed PDFView class, and tried to
> redefine mouse methods - specifically -rightMouseDown, and
> -scrollWheel.
> It appears none of them is ever called.
> 
> As I understand, an event hander for NSView descendant is not being
> called if the container of this view (for example, another view)
> handles the event and doesn't call, for example, [[self nextResponder]
> eventHandlerName:theEvent] (but what is the "superview" for PDFView,
> besides the Content View?)
> 
> How could I still react to the events?
> I have been adviced earlier to make my PDFView subclass install Event
> Monitors. Is this the only solution to handle these events? There is
> no "prettier" way?
> 
> Thank you
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Re: NSScrollView automatically changes scroller styles?

2012-03-30 Thread Nick Zitzmann

On Mar 30, 2012, at 12:10 PM, Raleigh Ledet wrote:

> NSScrollView does various checks to see if the App is trying to put placards 
> in the scroller area. If NSScrollView thinks there are placards, then it 
> reverts back to legacy scrollers for compatibility. Some apps have been known 
> to do this via a sibling view instead of a subview. This is why it 
> intermittently happens during your animation as your sibling views 
> momentarily overlap.

Thanks; that makes sense. I filed a bug on this behavior (11139156) and worked 
around the problem for good by subclassing NSScrollView and overriding 
-setScrollerBehavior: to do nothing when called. My app doesn't place anything 
in the scroller areas.

Nick Zitzmann



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Re: Displaying an arbitrary unicode character using CGContextShowTextAtPoint or CGContextShowGlyphsAtPoint

2012-03-30 Thread Jeff Schriebman
This is what I have figured out so far:

According to the Quartz 2D programming guide "Quartz 2D provides a limited, 
low-level interface for drawing text encoded in the MacRoman text encoding and 
for drawing glyphs" which probably explains my problem with using 
CGContextShowTextAtPoint().

I don't need a layout engine because I only need to put a single glyph at a 
specific location.

I can successfully print a glyph on my view using CGContextShowGlyphs() but as 
of yet I haven't figured a way to actually find the glyph for the unicode 
character U+2B06 / E2 AC 86. If I could find a font that has the character I 
need then I could put it all together. I know the font is available I just 
don't know how to find it.

I'm not sure how to use the string drawing APIs to directly put a unicode UTF8 
character onto a specific X,Y location given a CGContextRef.

Thanks

On Mar 30, 2012, at 9:44 AM, Douglas Davidson wrote:
> On Mar 30, 2012, at 9:31 AM, Jens Alfke wrote:
> 
>> On Mar 30, 2012, at 9:18 AM, Jeff Schriebman wrote:
>> 
>>> I have not found a way to use CGContextShowTextAtPoint to easily display 
>>> such a character and the examples I have found using 
>>> CGContextShowGlyphsAtPoint() seem to require me to use a font containing 
>>> the upwards arrow glyph.
>> 
>> I'm not familiar with the CG-level text APIs. But unless they're very 
>> low-level indeed, as long as they take Unicode strings you should be able to 
>> use arbitrary characters, and the renderer will substitute glyphs from 
>> appropriate fonts as needed.
> 
> They are in fact very low-level indeed, so ignore them unless you're prepared 
> to write your own Unicode layout engine on top of them.  Use the string 
> drawing APIs instead. 
> 
> Douglas Davidson

Jeff




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Re: Displaying an arbitrary unicode character using CGContextShowTextAtPoint or CGContextShowGlyphsAtPoint

2012-03-30 Thread David Duncan
On Mar 30, 2012, at 11:45 AM, Jeff Schriebman wrote:

> I'm not sure how to use the string drawing APIs to directly put a unicode 
> UTF8 character onto a specific X,Y location given a CGContextRef.


Both AppKit and UIKit have methods for making a CGContextRef current. Lookup 
the NSGraphicsContext class (AppKit) or the UIGraphics functions (UIKit) for 
this information.
--
David Duncan

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Re: Displaying an arbitrary unicode character using CGContextShowTextAtPoint or CGContextShowGlyphsAtPoint

2012-03-30 Thread Jeff Schriebman
Thanks David.

My CGContextRef is the current context. I'm just unfamiliar with how to draw a 
unicode character into it when I don't know the font containing a specific 
unicode glyph.
I'm doing this for OS X 10.7 which is all I need to support.

Thanks.

On Mar 30, 2012, at 11:56 AM, David Duncan wrote:
> On Mar 30, 2012, at 11:45 AM, Jeff Schriebman wrote:
> 
>> I'm not sure how to use the string drawing APIs to directly put a unicode 
>> UTF8 character onto a specific X,Y location given a CGContextRef.
> 
> 
> Both AppKit and UIKit have methods for making a CGContextRef current. Lookup 
> the NSGraphicsContext class (AppKit) or the UIGraphics functions (UIKit) for 
> this information.
> --
> David Duncan
> 

Jeff Schriebman




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Re: Displaying an arbitrary unicode character using CGContextShowTextAtPoint or CGContextShowGlyphsAtPoint

2012-03-30 Thread David Duncan
On Mar 30, 2012, at 12:19 PM, Jeff Schriebman wrote:

> Thanks David.
> 
> My CGContextRef is the current context. I'm just unfamiliar with how to draw 
> a unicode character into it when I don't know the font containing a specific 
> unicode glyph.
> I'm doing this for OS X 10.7 which is all I need to support.


So have you tried the previously mentioned NSString methods? Did you encounter 
an issue?
--
David Duncan


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Re: Displaying an arbitrary unicode character using CGContextShowTextAtPoint or CGContextShowGlyphsAtPoint

2012-03-30 Thread Jeff Schriebman
Still having problems.
I've unsuccessfully tried drawAtPoint:withAttributes: but I'm not sure what the 
best way to accomplish what I need to do. I'm not too familiar with the 
NSString methods so any advice is appreciated.

On Mar 30, 2012, at 12:47 PM, David Duncan wrote:
> On Mar 30, 2012, at 12:19 PM, Jeff Schriebman wrote:
> 
>> Thanks David.
>> 
>> My CGContextRef is the current context. I'm just unfamiliar with how to draw 
>> a unicode character into it when I don't know the font containing a specific 
>> unicode glyph.
>> I'm doing this for OS X 10.7 which is all I need to support.
> 
> 
> So have you tried the previously mentioned NSString methods? Did you 
> encounter an issue?
> --
> David Duncan
> 

Jeff Schriebman





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Re: Displaying an arbitrary unicode character using CGContextShowTextAtPoint or CGContextShowGlyphsAtPoint

2012-03-30 Thread Kyle Sluder
On Mar 30, 2012, at 1:21 PM, Jeff Schriebman wrote:

> Still having problems.
> I've unsuccessfully tried drawAtPoint:withAttributes: but I'm not sure what 
> the best way to accomplish what I need to do. I'm not too familiar with the 
> NSString methods so any advice is appreciated.

What aspects of the documentation have confused you. What code have you tried?

We can't hold your hand forever.

--Kyle Sluder
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Re: Displaying an arbitrary unicode character using CGContextShowTextAtPoint or CGContextShowGlyphsAtPoint

2012-03-30 Thread Jeff Schriebman
The following code fragment properly displays an up arrow on my view.
Thanks for everyone's patience and help.

NSDictionary* fontAttrs = [NSDictionary dictionaryWithObjectsAndKeys:
[NSColor redColor], NSForegroundColorAttributeName,
[NSFont systemFontOfSize:10], NSFontAttributeName,
nil];

NSString *upArrow = @"\u2B06";
[upArrow drawAtPoint:NSMakePoint(100,100) withAttributes:fontAttrs];



On Mar 30, 2012, at 12:47 PM, David Duncan wrote:
> On Mar 30, 2012, at 12:19 PM, Jeff Schriebman wrote:
> 
>> Thanks David.
>> 
>> My CGContextRef is the current context. I'm just unfamiliar with how to draw 
>> a unicode character into it when I don't know the font containing a specific 
>> unicode glyph.
>> I'm doing this for OS X 10.7 which is all I need to support.
> 
> 
> So have you tried the previously mentioned NSString methods? Did you 
> encounter an issue?
> --
> David Duncan
> 

Jeff Schriebman





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Re: Displaying an arbitrary unicode character using CGContextShowTextAtPoint or CGContextShowGlyphsAtPoint

2012-03-30 Thread Jens Alfke

On Mar 30, 2012, at 1:21 PM, Jeff Schriebman wrote:

> I've unsuccessfully tried drawAtPoint:withAttributes: but I'm not sure what 
> the best way to accomplish what I need to do. I'm not too familiar with the 
> NSString methods so any advice is appreciated.

What was unsuccessful?
Did you try it using an ASCII character instead to make sure it wasn't some 
issue with the glyph?

You should be able to get some kind of results with a call as simple as
[@"X" drawAtPoint: NSMakePoint(x,y) withAttributes: [NSDictionary 
dictionary]];
It'll probably be drawn in black 12pt Helvetica since those are the default 
text attributes.

—Jens

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NSTextField Selected Text

2012-03-30 Thread Richard Somers
When tabbing into a text field containing text, the text is selected. When 
clicking into a text field containing text, the I-beam cursor indicates the 
insertion point.

How can I make clicking into text field containing text, initially select all 
the text just like tabbing does?

Thanks for your help,

--Richard


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Re: NSTextField Selected Text

2012-03-30 Thread Richard Somers
On Mar 30, 2012, at 3:22 PM, Richard Somers wrote:

> When tabbing into a text field containing text, the text is selected. When 
> clicking into a text field containing text, the I-beam cursor indicates the 
> insertion point.
> 
> How can I make clicking into text field containing text, initially select all 
> the text just like tabbing does?

Just found an answer to my question on stack overflow. I previously did a 
search of the web and the documentation and came up with nothing. But I tried 
it again and found this.

http://stackoverflow.com/questions/2195704/selecttext-of-nstextfield-on-focus

--Richard


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Returning a specific key's value for all members of a dict in an array.

2012-03-30 Thread Alex Zavatone
Hi all.  

I've got an array that has KVP dicts in each record that report a Name property 
and a GPS string.

Is there any lovely one liner that is able to return the values of a specific 
property for all elements in the array of dicts as an array of those values?

Like so:

I'd like to go from:

myArray: 
(
{
Name = "Puppies";
geocode = "42.40283381228625, -71.2597588506239";
},
{
Name = "Kittens";
geocode = "42.40283381228625, -71.2597588506239";
}
)

to:

myNameArray: 
(
"Puppies",
"Kittens"
)


I know I can do this and add the NSStrings to a NSMutableArray, then convert 
that to an NSArray, but I was hoping the experts already have this in a much 
cleaner approach.

for (NSDictionary *myArrayMember in myArray) {
NSString *nameValue = [myArrayMember objectForKey:@"Name"];
// add NameValue String to array here.
NSLog(@" %@", nameValue);
}

Thanks in advance,
- Alex Zavatone



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Re: Returning a specific key's value for all members of a dict in an array.

2012-03-30 Thread Charles Srstka
On Mar 30, 2012, at 5:38 PM, Alex Zavatone wrote:

> Hi all.  
> 
> I've got an array that has KVP dicts in each record that report a Name 
> property and a GPS string.
> 
> Is there any lovely one liner that is able to return the values of a specific 
> property for all elements in the array of dicts as an array of those values?
> 
> Like so:
> 
> I'd like to go from:
> 
> myArray: 
> (
>{
>Name = "Puppies";
>geocode = "42.40283381228625, -71.2597588506239";
>},
>{
>Name = "Kittens";
>geocode = "42.40283381228625, -71.2597588506239";
>}
> )
> 
> to:
> 
> myNameArray: 
> (
>"Puppies",
>"Kittens"
> )
> 
> 
> I know I can do this and add the NSStrings to a NSMutableArray, then convert 
> that to an NSArray, but I was hoping the experts already have this in a much 
> cleaner approach.
> 
>   for (NSDictionary *myArrayMember in myArray) {
>   NSString *nameValue = [myArrayMember objectForKey:@"Name"];
>   // add NameValue String to array here.
>   NSLog(@" %@", nameValue);
>   }
>   
> Thanks in advance,
> - Alex Zavatone

-[NSArray valueForKey:] ?

Charles
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Re: Returning a specific key's value for all members of a dict in an array.

2012-03-30 Thread Alex Zavatone

On Mar 30, 2012, at 7:03 PM, Charles Srstka wrote:

> [NSArray valueForKey:]


You rule.

NSArray *myTemp2Array = [myArray valueForKey:@"Name"];

Thank you sir.

- Alex Zavatone



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Re: Displaying an arbitrary unicode character using CGContextShowTextAtPoint or CGContextShowGlyphsAtPoint

2012-03-30 Thread Kevin Bracey
did i miss something, I thought is - (void)drawAtPoint:(NSPoint)point not 
NSAttributedString not NSString.

Cheers
kevin


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Re: Displaying an arbitrary unicode character using CGContextShowTextAtPoint or CGContextShowGlyphsAtPoint

2012-03-30 Thread Jeff Schriebman
The final code ended up looking like this

NSDictionary* fontAttrs = [NSDictionary dictionaryWithObjectsAndKeys:
[NSColor redColor], NSForegroundColorAttributeName,
[NSFont systemFontOfSize:12], NSFontAttributeName,
nil];

NSString *upArrow = @"\u2B06";

CGContextSaveGState(ctx);
[upArrow drawAtPoint:NSMakePoint(x, y) 
withAttributes:fontAttrs];
CGContextRestoreGState(ctx);
CGContextSetTextMatrix(ctx, CGAffineTransformIdentity);


I needed to save and restore the graphics state as well as reinitialize the 
text matrix since the ctx state is apparently changed by 
drawAtPoint:withAttributes:.

On Mar 30, 2012, at 4:43 PM, Kevin Bracey wrote:
> did i miss something, I thought is - (void)drawAtPoint:(NSPoint)point not 
> NSAttributedString not NSString.
> 
> Cheers
> kevin

Regards,
Jeff Schriebman





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drawRect using a Category

2012-03-30 Thread Peter Teeson
Xcode 4.3 Lion 10.7.3
In a Document app I have an NSMatrix. I only need to override drawRect.
Rather than using a sub-class, which seems overkill to me, 
I decided to try a Category instead. So here's what I did (and it seems to 
work.)
But since this is the first time I've tried such a thing I'm asking 
your thoughts, advice, etc in case I'm on the wrong track.

Here are my code snippets:
Using Control drag from the xib to the Document.h I added 
@property (weak) IBOutlet NSMatrix *matrix;

and manually typed in 

@interface NSMatrix (Draw)
-(void)drawRect:(NSRect)dirtyRect;
@end

In Document.m I added
@implementation NSMatrix (Draw)
-(void)drawRect:(NSRect)dirtyRect
{
// some drawing stuff
}
@end

This allows me to add whatever calls to drawRect I wish from 
within methods in Document.m

What do you think of this approach? Is there a more elegant way?

TIA and respect….

Peter


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Re: drawRect using a Category

2012-03-30 Thread Stephen J. Butler
On Fri, Mar 30, 2012 at 10:31 PM, Peter Teeson  wrote:
> Rather than using a sub-class, which seems overkill to me,
> I decided to try a Category instead. So here's what I did (and it seems to 
> work.)

The problem with this approach is that you've replaced the drawRect:
for every NSMatrix instance, everywhere, in your app. If some Cocoa
control is using NSMatrix, suddenly it's using your drawRect:. If you
decide to use NSMatrix somewhere else, it too is using this drawRect:.

I wouldn't trust this to be very stable. And I don't see how
subclassing is much more work than this.
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Re: drawRect using a Category

2012-03-30 Thread Jens Alfke

On Mar 30, 2012, at 8:46 PM, Stephen J. Butler wrote:

> I wouldn't trust this to be very stable. And I don't see how
> subclassing is much more work than this.

Agreed. Absolutely do not do this — using categories to change the behavior of 
existing classes is quite dangerous.

Also, why do you need to override -drawRect: for an NSMatrix anyway? Generally 
it's the cells you want to customize the drawing of, not the matrix that holds 
them.

—Jens

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Problem with NSScrollView and scroll bars

2012-03-30 Thread Leanne Attard
I am quite a newbie in Cocoa and any help would be appreciated. I am currently 
doing the main application in java and the drawing in opengl.  In order to do 
this I used the cocoa nsview being given by JAWT (java) and added my custom 
view (Nativeview) to this view.  Then i created an NSOpenGLContext and did the 
drawing using OpenGL calls such that the drawing is done natively.  The problem 
now is that when in java i open up a window with size larger than the screen, 
then scroll bars occur with the window however they are not working properly. I 
have the coordiante system in opengl changed using glOrtho so that the top left 
corner is (0,0).  However the drawing is being made on the window such that my 
view seems to be pinned at the bottom and the (0,0) for my drawing occurs out 
above the window.  Also when i move the scroll bars no change is being seen, 
i.e it seems that there is a missing link between my Nativeview and the scroll 
bars.  Does anyone has an
 idea what am I missing?  I tried to use this:

ads_subview //my custom NSView
avo_winparent //NSView instance given from JAWT

[avo_winparent addSubview:ads_subview];

NSScrollView* adsl_scrollview = [ads_subview enclosingScrollView];
[adsl_scrollview setDocumentView:avo_winparent];
[[avo_winparent window] setContentView:adsl_scrollview];


However this made no difference thus I concluded that the document view  and 
content view are already set when the NScrollView is created.

Thanks for your help
Leanne Attard
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