Need to call a Method when we Zoom into the Map - objective-c

I am implementing a MapKit based application. I had a problem in that, my problem is when we zoom into the map I need to call a method. I have no idea to get implement this one. Can you guys please help on this.
Thanking you,
Sekhar Bethalam.

I haven't worked with the MapKit before, but it follows Apple's Delegate Pattern.
You'll want to implement the delegates described in Apple's LocationAwarenessProgramGuide
To check for a zoom, the region you're moving to should be smaller than the region you just viewed. Then, just call the method you need to.

Related

UINavigationBar drawRect Alternative (aka, Need CoreGraphics calls in a category)

I recently discovered that in > iOS5 UINavigationBar does not get its drawRect called. I want to figure out how to draw with Core Graphics in a category.
The end goal I am trying to achieve is eliminating images from my app and have everything drawn at runtime. I am also trying to make this library automatic, so that users don't have to think about using my custom classes.
Is there a way to replace a class with one of your own at runtime? like: replaceClass([UINavigationBar class], [MyCustomBar class]);
Thanks in advance.
Is there a way to replace a class with one of your own at runtime?
In Objective-C this is know as class posing.
Class posing is based on the use of NSObject's poseClass method, which is now deprecated (on 64 bit platforms, including the iPhone).
Alternative approaches have been investigated; you can read about one here, but they do not seem quite to fit the bill.
I found the solution, Instead of messing with draw rect, I just made some methods that draw to a UIImage then set the image as the background view for the elements i am customizing. It makes my custom UI magic again.

mapViewDidFinishLoadingMap: called too early

My problem is simple: I'm waiting to take a screenshot of an MKMapView, and I want to do it only once the map is loaded. Unfortunately, this delegate method is almost always called before the map is actually loaded. I just get a grid, or a few loaded tiles if I'm lucky. Is there a good way to do what I need to do? Or am I missing something in the MKMapViewDelegate protocol?
Thanks!
Perhaps you could try adding a timer and then take the screenshot in the completion block of the timer. Or perhaps, use the mapView:didUpdateUserLocation: delegate method as the callback for the screenshot instead of mapView:DidFinishLoadingMap:
It seems this is one of the many bugs in MapKit in iOS 6. Hopefully it will be fixed with iOS 7.

Speed up Animation for UIPickerView Scrolling

Currently, when selecting components or swiping the UIPickerView, the default is a lengthy animation time waiting for the selection, with a "gravity" effect near values. Is there a simple way to speed up this animation? I've looked at the delegate protocols as well as UIPickerView's methods and properties. Will I have to subclass and overload the animation method? Any help will be useful.
There is no way to do this. If you'd like for there to be a way to do this, please file a bug asking for it.
Also, relying on implementation details and a particular interval view hierarchy, as Fabian suggests, is a really excellent way to introduce a ton of fragility into your application and open the possibility of your app breaking in the future, should UIKit ever change anything.
I don't know of a way to achieve that using public API, but UIPickerView uses a UIPickerTableView as a subview somewhere in its view hierarchy. That is a subclass of UITableView which is a subclass of UIScrollView which has a decelerationRate property.
You shouldn't use private API, though. If you really need this and it's not for an App Store app this might be okay, but you should be careful and code defensively.
I don't have 50 rep, so can't comment on this (which is where this should really go). This question shouldn't have been downvoted since the question is legitimate. The valid answer is "no, you can't do that without private API hacks"), but the question is still valid.

multi touch functions needed?

I am not sure which are the functions to implement multi touch in cocos.? could anyone show me a demo?
You'll need to create a view then use touchesBegan, touchesMoved, touchesCancelled and touchesEnded callbacks to implement your custom behaviour.
Apple's docs are a good place to start.
I can't point you to a demo, but you'll also need to make sure that you set multipleTouchesEnabled to YES and find some way to keep track of the touches.
This is a useful starting point for tracking the touches

Best way to capture key events in NSTextView?

I'm slowly learning Objective-C and Cocoa, and the only way I see so far to capture key events in Text Views is to use delegation, but I'm having trouble finding useful documentation and examples on how to implement such a solution. Can anyone point me in the right direction or supply some first-hand help?
Generally, the way you implement it is simply to add the required function to your view's controller, and set its delegate. For example, if you want code to run when the view loads, you just delegate your view to the controller, and implement the awakeFromNib function.
So, to detect a key press in a text view, make sure your controller is the text view's delegate, and then implement this:
- (void)keyUp:(NSEvent *)theEvent
Note that this is an inherited NSResponder method, not a NSTextView method.
Just a tip for syntax highlighting:
Don't highlight the whole text view at once - it's very slow. Also don't highlight the last edited text using -editedRange - it's very slow too if the user pastes a large body of text into the text view.
Instead you need to highlight the visible text which is done like this:
NSRect visibleRect = [[[textView enclosingScrollView] contentView] documentVisibleRect];
NSRange visibleRange = [[textView layoutManager] glyphRangeForBoundingRect:visibleRect inTextContainer:[textView textContainer]];
Then you feed visibleRange to your highlighting code.
It's important to tell us what you're really trying to accomplish — the higher-level goal that you think capturing key events in an NSTextView will address.
For example, when someone asks me how to capture key events in an NSTextField what they really want to know is how to validate input in the field. That's done by setting the field's formatter to an instance of NSFormatter (whether one of the formatters included in Cocoa or a custom one), not by processing keystrokes directly.
So given that example, what are you really trying to accomplish?
I've done some hard digging, and I did find an answer to my own question. I'll get at it below, but thanks to the two fellas who replied. I think that Stack Overflow is a fantastic site already--I hope more Mac developers find their way in once the beta is over--this could be a great resource for other developers looking to transition to the platform.
So, I did, as suggested by Danny, find my answer in delegation. What I didn't understand from Danny's post was that there are a set of delegate-enabled methods in the delegating object, and that the delegate must implement said events. And so for a TextView, I was able to find the method textDidChange, which accomplished what I wanted in an even better way than simply capturing key presses would have done. So if I implement this in my controller:
- (void)textDidChange:(NSNotification *)aNotification;
I can respond to the text being edited. There are, of course, other methods available, and I'm excited to play with them, because I know I'll learn a whole lot as I do. Thanks again, guys.