On 24 May 2012, at 1:57 PM, Jason Teagle wrote:
> If the CGContextXXX methods shouldn't be used, then they shouldn't be in the
> API - or should be marked as deprecated. There's nothing in the docs (with
> Xcode 3.X, at least - maybe it's changed since) to indicate that these were
> the worst w
Thanks for all the replies regarding %s vs. %@, and the rather
disastrous attempt at using CGContextXXX methods. Even if I had fixed
all the other issues, I was using CGContextSelectFont incorrectly
anyway. I didn't have a hope. That, unfortunately, is down to
documentation not being complete /
On May 24, 2012, at 2:49 AM, Jason Teagle wrote:
> First, a quick question about +stringWithFormat: If I want to have a literal
> string as one of the parameters to the format, which is correct / best:
>
> NSString *textToDraw = [NSString stringWithFormat: @"%s",
> "my string"];
>
> or
>
On May 24, 2012, at 5:50 AM, Jason Teagle wrote:
> (I've since discovered that the %@ and @"xxx" way works just fine, so I'll
> stick with that.
Good :) The problem with using "%s" is that it doesn't work well with non-ASCII
characters. Cocoa has to assume some character encoding to map the by
On May 24, 2012, at 10:36 AM, Manfred Schwind wrote:
>> CGContextShowTextAtPoint(contextRef, 0, 40,
>>[textToDraw UTF8String], [textToDraw length]);
>
> One bug I see here: you're passing a wrong length parameter.
Another bug: CGContextShowztextAtPoint takes characters encoded in MacRoman,
On May 24, 2012, at 9:36 AM, Manfred Schwind wrote:
>> CGContextShowTextAtPoint(contextRef, 0, 40,
>> [textToDraw UTF8String], [textToDraw length]);
>
> One bug I see here: you're passing a wrong length parameter.
> CGContextShowTextAtPoint expects the length of the char array (number of
>
On 24 May 2012, at 15:36, Manfred Schwind wrote:
>> CGContextShowTextAtPoint(contextRef, 0, 40,
>> [textToDraw UTF8String], [textToDraw length]);
>
> One bug I see here: you're passing a wrong length parameter.
> CGContextShowTextAtPoint expects the length of the char array (number of
> byte
> CGContextShowTextAtPoint(contextRef, 0, 40,
> [textToDraw UTF8String], [textToDraw length]);
One bug I see here: you're passing a wrong length parameter.
CGContextShowTextAtPoint expects the length of the char array (number of bytes
of the UTF-8 encoded string), but you'e passing the numb
You probably want UILabel. UITextView is a much more heavyweight class
that supports editing as well as display.
(My bad, a label is called a TextView on Android - got mixed up.)
These both are just wasting CPU cycles and adding extraneous code.
Simply use:
NSString *textToDraw = @"my stri
Have a look at this doc-page:
https://developer.apple.com/library/mac/ipad/#documentation/graphicsimaging/
>conceptual/drawingwithquartz2d/dq_text/dq_text.html
It discusses your options when drawing text with Quartz2D, and also mentions
>other techniques.
>One option of note is the NSString ad
Greetings Jason,
On 5/24/12 12:49 AM, Jason Teagle wrote:
> I have need of rendering text manually to a UIView, along with graphics.
> I realise that I could probably use a UITextView as a subview and
> position it, but for now I'd like to learn the right way to render it
> manually.
Please see t
Jason,
Have a look at this doc-page:
https://developer.apple.com/library/mac/ipad/#documentation/graphicsimaging/conceptual/drawingwithquartz2d/dq_text/dq_text.html
It discusses your options when drawing text with Quartz2D, and also mentions
other techniques. One option of note is the NSString ad
I have need of rendering text manually to a UIView, along with graphics.
I realise that I could probably use a UITextView as a subview and
position it, but for now I'd like to learn the right way to render it
manually.
My aim is to render a particular string in a particular colour, in a
parti
13 matches
Mail list logo