e memory management issue
that using CGPath brings up.
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r
view hasn't been drawn yet, so there is no context. I suspect that
your getting something you very much do not expect.
In general if you want to use layers with views, you should create the
layer on the first -drawRect: call rather than trying to have them
around from -init forwar
draw. It should have very similar
performance characteristics for drawing, but will be easier for the
system to manage (since an image is immutable).
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oon find that isn't
possible either...
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Contact th
(i.e. for rejection tests)
rather than to define the coordinate system to draw into.
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threads on behalf of your application to perform certain activities
and this is generally beyond your control. This should typically be
completely transparent to you.
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;
crashes out, and I've tried various other types of variable to no
avail. Any thoughts? Am I missing something blindingly obvious here?
Are you getting an exception? perhaps myArray isn't really an NSArray
at the time that you are sending it the -count message?
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note that the array returned by -
componentsSeparatedByString: doesn't belong to you unless you retain
it. You are likely getting your bad access because the autorelease
pool is being drained in between your call to -displayData and -count
(and -displayData: probably should be named -setDis
Animation to do the layering,
which of course will result in text that does not use sub-pixel
antialiasing (which I presume is why you said not to use a CALayer).
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.
This seems to be related to the CGImageCreateWithImageInRect() call,
but I can't imagine why. CGDataProviderCopyData() seems to work
perfectly with an original image in my limited testing, so please file
a bug (and let me know what the bug number is).
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eird' and the docs dont provide sample or pseudo
code for _this_)
The CG API is almost 1:1 with NSBezierPath and other Cocoa Graphics
tools, although both API do offer abilities that the other doesn't
directly offer. As for "weird" I can't really say anything to t
le, if the
* underlying data is too large to fit in memory). */
What is the expected output format of the data it returns ?
The output image data is the same format as the associated CGImageRef.
You can use the CGImageGet*() functions to determine the exact format
of the data returned.
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context and the associated machinery for getting
it drawn correctly). That the QTMovieLayer is causing you problems
like this is a bug that you should file.
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and should be considered an implementation detail.
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C
ds controls
to allow you to select the paper size and orientation. There are other
controls you can add (or remove) as well, search the documentation for
NSPrintPanelOptions (used with NSPrintPanel's -setOptions: method).
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to invoke that dialog as this is the
standard Mac OS X behavior and what users will expect.
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response.
By the way, as I understand, there is no "legal" methods to get what I
want (additional button in PrintPanel). Right?
Correct, not where you wish to place it.
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ork
with. You can do this with either AppKit or Core Graphics using
NSBitmapImageRep or a bitmap context (created via
CGBitmapContextCreate).
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ren't instance
variables).
If you've found a bug with Apple Sample Code, then please file a bug
report against that sample code.
Basically, here's my question: When (if ever) are you supposed to
(auto)release CALayers?
If you follow the memory management rules, yo
On Dec 15, 2008, at 3:27 AM, ramesh kakula wrote:
I am looking for the good documentation on the Open GL ES for
iPhone, if any one have a link or doc please share.
Depending on what your really asking for <http://khronos.org/opengles/1_X/
> might have information useful to you.
--
ttp://developer.apple.com/documentation/GraphicsImaging/Conceptual/drawingwithquartz2d/dq_intro/chapter_1_section_1.html
> so you should have a look there.
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r and CGDataProviderCopyData to get the
pixel data.
Seem easier and faster too. However CGDataProviderCopyData is 10.5
minimum.
Unfortunately due to a bug that doesn't always work correctly. If you
file a bug, reference bug 5889934.
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the problem is about
animation I would like this movement don't be animated. I've tryed to
use removeAllAnimation but it dosn't work.
Take a look at the docs for CATransaction, they describe how to enable
and disable actions (which cause animation).
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r to a button. sender is a pointer to the object that sent the
message. When you take the address of either pointer, you get the
location of that pointer in memory - not the location of the object.
The pointer itself contains the location of the object in memo
te to
the coordinate of the specified location."
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make it play?
Try replacing the composition in the CALayerEssentials sample <http://developer.apple.com/samplecode/CALayerEssentials/index.html
>
If it fails there, then there may be something stranger going on. If
not, determining how to replicate the issue from there and filing a
bug
at
would prevent it from playing?
I don't see anything off hand, and can't think of any reason why that
shouldn't work. I would probably recommend a bug report with a simple
application that reproduces the error.
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__
e. I would recommend
filing one. You can reference that CALayerEssentials sample reproduces
the issue when you enable garbage collection (send me the bug # when
you've filed).
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that would
be the Quicktime-API mailing list.
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presentation, then you will have to
render it via OpenGL, readback the contents of every frame, then add
that to a movie. You might be able to adapt the OpenGLCaptureToMovie
sample <http://developer.apple.com/samplecode/OpenGLScreenCapture/index.html
> to do what you want.
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David
27;ve read through most of Dudney's Core Animation book but nothing
jumps out at me.)
I would suspect that you'd see a message on the console to the effect
of "modifying an array while enumerating it". I think you can replace
this more simply by just doing [[self layer] setSu
mory).
This might be an acceptable solution, although to control memory you
should not use +imageNamed: to load these images (and instead use
imageWithContentsOfFile:) as you would likely run into the exact same
performance problem if you did. This may also end up with other
performance issues
ave a memory management issue or some other
dependency. I would start by pulling out the code your looking at into
a smaller test project and seeing if you can reproduce the issue from
there.
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s may
or may not be what you are thinking of.
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odels with textures instead of pre-rendered content.
Sometimes you can just use a set of static (or animated) but smaller
images and move the hosting views around the screen. But exactly how
you do it will depend on what you are trying to accomplish.
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to use Core Graphics
directly, which doesn't suffer from this problem.
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On Jan 15, 2009, at 9:32 AM, David Duncan wrote:
On Jan 14, 2009, at 9:10 PM, Michael B Johnson wrote:
So I have an application that has been bedeviled by a nasty, nasty
bug for years that manifests itself as an exception being thrown
with:
Error (1007) creating CGSWindow
At that point
Point().
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Help/Unsubs
On Jan 16, 2009, at 5:10 AM, Memo Akten wrote:
But it doesn't work, I guess imageWithData is expecting image data
(i.e. file format), not pixel data. How can I create a UIImage from
pixel data? do I need to go into coregraphics? (e.g. CGCreateImage)?
Yes.
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of the
frame are synthesized from other properties of the layer). Depending
on if your layer's dimensions are odd or even the position should be
on the pixel or on the half pixel to avoid antialiasing like this.
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e
screen with "... image is too large for GPU, ignoring" exception.
CALayers are limited to the maximum texture size of the underlying
graphics hardware, so if you are getting this warning, your images are
too big for the hardware your on and you will need to make them smaller.
of CALayers are being torn down and this is a
result. If your not properly managing memory in this instance, then
that could be your failure.
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CGContextSetShouldSmoothFonts doesn't seem to help.
Its been a while since I last looked at this, but I think the
context's format needs to be native endian (add the
kCGBitmapByteOrder32Host flag).
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On Jan 29, 2009, at 12:34 PM, Timothy Wood wrote:
On Jan 29, 2009, at 10:56 AM, David Duncan wrote:
Its been a while since I last looked at this, but I think the
context's format needs to be native endian (add the
kCGBitmapByteOrder32Host flag).
Heh; I totally would not have exp
if one uses overlapping
sibling views with QuartzGL...
Its a non-issue. With QuartzGL enabled, AppKit is still rendering all
of the content for the window, so they can still fully control how
overlap happens.
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e and
+setAnimationDidStopSelector: to be notified when the animation
completes before you ask the view to scale back down to 1x.
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On Jan 30, 2009, at 1:03 AM, Anshul jain wrote:
i am trying to play QCComposition in CAOpenGLLayer
Why not use the QCCompositionLayer?
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need to be more explicit about what you want to accomplish.
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plain CALayer rather than try to make the CATextLayer do what you want
to do.
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od solution would be to have an agent that launches when a user
logs in that checks in and out with the daemon.
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nyone?
Your more than likely desynchronizing the logical and visual locations
of the view when you do this. AppKit manages the location of views
separately from Core Animation, and thus if you move a view's layer
via Core Animation, you are likely to confuse AppKit.
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memory gets tight.
Actually you can do that with UIViews or CALayers (and conversely you
can "break" CALayers in the same way). The critical point is to not
use +imageNamed: as this will load the images cached, which generally
is not what you want for large images.
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On Feb 12, 2009, at 9:37 AM, David Blanton wrote:
Side question ... in doing so will the animations begin when the
hidden property is set NO.
Animations run independently of each other, so hiding a layer does not
pause animations at all.
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On Feb 12, 2009, at 9:50 AM, David Blanton wrote:
Do I understand correctly that if a layer with explicit animations
is hidden the animation is still running?
Yes, animations always run, regardless of the hidden state of a layer
(hidden is just another render attribute).
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this is really not the best way to
convert an NSImage into a PNG. In fact, imageRepWithData: should work
with any file type that is supported by ImageIO, which natively
includes PNG, so you could pass in the original file data rather than
going through NSImage.
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need AppKit to
continue to draw to the view's layer, is to override -setLayer: to do
any required setup for your layer tree. So what you would do is check
if the incoming layer is non-nil, and if it is, make any changes to
that layer (including adding sublayers) at that point.
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Da
ds.
The CALayerEssentials sample operates without having to do anything
special with its QCCompositionLayer, so I would probably recommend you
start there to see if you can figure out what is going wrong.
CALayerEssentials <http://developer.apple.com/samplecode/CALayerEssentials/index.html
>
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yer contents (by
setting the contents property or calling -setNeedsDisplay) then you
are subject to the GPU texture limits.
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d, if your looking
for a thumbnail, then your implying to the API that you are expecting
an image no larger than the original - which is what you are getting.
Could you better explain what you are trying to do?
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after just one click.
NSCollectionView uses Core Animation (by default? always? I can't
recall). However, it is odd that your getting such a small layer
request. If you can figure out why this might be worth a bug.
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e for the
kCGImageSourceThumbnailMaxPixelSize key.
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ather
than -viewDidAppear.
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away all of
its content when it is resized, and the NSTableView is using a
CATiledLayer for its display. Because of this, the entire table gets
re-rendered, and because the resize is live, re-rendered again and
again before the content is complete.
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ontext
from the NSGraphicsContext. The latter is shown in the sample above,
although the former is not.
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list rather than on Cocoa-Dev, as I'm
not aware of any Core Audio engineers lurking on this list.
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nimation in all
contexts, then read the docs on -actionForKey: which describes several
methods you can use to disable a particular animation for a layer or
group of layers.
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and Agents <http://developer.apple.com/technotes/tn2005/tn2083.html
>
If you have further questions, I would recommend either asking on
Darwin-Dev or submitting a tech support incident to [EMAIL PROTECTED]
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L((CFURLRef)url,
NULL);
CGImageRef image = CGImageSourceCreateImageAtIndex(source, 0, NULL);
CFRelease(source);
Do what you will with 'image' and release it when your done.
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"drawLayer:inContext" message.
This is true, and covered well in the Core Animation Programming Guide
<http://developer.apple.com/documentation/Cocoa/Conceptual/CoreAnimation_guide/Introduction/Introduction.html
>
Specifically, the section on Providing Layer Content.
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. Simplest
solution is to move this setup into -awakeFromNib.
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easier to avoid the issue
entirely by maintaining control over the CALayer when doing this.
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image.
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Help/U
roundColor = color;
CFRelease(color);
And you don't need to release it yourself in a custom dealloc method
(the layer is responsible for that).
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Ple
CUPS (the subsystem
that eventually handles all printing on Mac OS X).
Changing printer settings for an App affects that app only.
Some printer settings are system wide, some are tied to print
sessions. What settings do you need to change?
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[NSString class] and -
transformedValue: to return the lastPathComponent of the passed in
string. Set the transformer for the binding and you should be set.
There are a few samples that you can reach from the Xcode docs
demonstrating this (just look up NSValueTransformer).
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David Duncan
avoid having to copy the bytes if
possible.
Another question might be to ask why are you trying to load the entire
file into memory? If its of any significant length then that is quite
a large allocation...
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geRef = CGImageSourceCreateImageAtIndex(sourceRef, 0, NULL);
CFRelease(sourceRef);
}
[rootLayer setContents: (id)imageRef];
CGImageRelease(imageRef);
}
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On Nov 4, 2008, at 10:47 AM, Adam Fedor wrote:
On Nov 4, 2008, at 10:05 AM, David Duncan wrote:
While I don't see a leak in here, it can never hurt to simplify
your code. Try this instead.
Thanks, that is simpler, but it doesn't solve the problem. I've
tried many things.
clockwise, you will have to calculate the changes yourself. You should
also note that you can rotate outside of the unit circle (0-2π) and
get the correct value, which is useful for certain effects.
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are effectively tied to a
particular state, then why not use bindings? You could bind the
enabled state of these controls to a property of your controller
object and then you just set the property and voila.
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_
returned to you as a duplicate.
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a1620.html
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Help/U
ide of the view/layer that is being rotated.
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acked AppKit views, you always need to move them via AppKit for
the graphical and logical locations to match.
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and, I can make a second view outside the first
view/layer with the button (and eventually other controls) and this
will not affected of any animations? If it's true I had not understood
the relation between layer and view, now it's clear.
Right, a layer can only affect itself and its
On Nov 14, 2008, at 10:33 AM, Michel Schinz wrote:
Le 14 nov. 08 à 18:04, David Duncan a écrit :
AppKit doesn't do hit testing via the layer tree, so by moving the
button's layer, you've desynchronized the graphical location of the
button with the hit test location of the
ork
with (including creating a CGPDFDocument with the PDF data in it).
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be what you want, but it usually
isn't, so thats why I point it out.
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Conta
cs to load the image and query its color space.
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f it was statically typed as a CALayer, then the second assignment
would require a typecase.
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what animation is done for any given
property. This sequence of events is described in the docs for
CALayer's -actionForKey: method.
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Ple
ues causing the
fuss. Please file a bug report.
Try watching the position & bounds of the layer instead.
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d from the
window. You might want to reconsider your design.
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ion its hard to know...
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Hel
bad
practice? If bad, why?
It is not recommended, as it is part of the Mac OS X user experience,
as it is provided to allow the user to easily enter special
characters. Why do you want to remove it?
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might require) are likely
to fail.
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in AppKit, but you can do
this using Core Graphics & ImageIO. The MassiveImage sample
demonstrates how you can stream very large images (up to 32k x 32k
iirc) to disk.
<http://developer.apple.com/samplecode/MassiveImage/index.html>
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something else (I'm pretty certain nil, but I haven't looked
at this specifically).
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few clicks freezes up
my phone.
Memory warnings are a fact of life on iPhone OS, but without more
information on why your freezing, it will be nearly impossible to
actually help.
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On Mar 5, 2009, at 4:05 PM, Rick Mann wrote:
Suggests launchd won't reliably run user agents. is this true in
10.5+?
This is resolved on 10.5. See TN 2083 Deamons and Agents <http://developer.apple.com/technotes/tn2005/tn2083.html#SECLAUNCHDAGENT
>
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