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2014/10/15 ¤U¤È 10:08:47

iphone Programming Glossary: factor

UIScrollView. Any thoughts on implementing “infinite” scroll/zoom?

http://stackoverflow.com/questions/1493950/uiscrollview-any-thoughts-on-implementing-infinite-scroll-zoom

to be back in the middle. Handling zooming do something similar only this time watch the zoom factor on the scroll view. Whenever it gets to a certain point do some manipulation to whatever data you're.. some manipulation to whatever data you're presenting so that it appears zoomed then reset the zoom factor to 1.0. For example if you're scrolling an image and it gets zoomed to appear twice as large programmatically.. apply some kind of transform to make the image twice as large then reset the scroll view's zoom factor to 1.0. The image will still appear zoomed in but the scroll view will be able to continue zooming in..

Resize UIImage with aspect ratio?

http://stackoverflow.com/questions/1703100/resize-uiimage-with-aspect-ratio

your screen rect do something like the following to decide what rect to draw the image in float hfactor value.bounds.size.width screenRect.size.width float vfactor value.bounds.size.height screenRect.size.height.. what rect to draw the image in float hfactor value.bounds.size.width screenRect.size.width float vfactor value.bounds.size.height screenRect.size.height float factor fmax hfactor vfactor Divide the size by.. screenRect.size.width float vfactor value.bounds.size.height screenRect.size.height float factor fmax hfactor vfactor Divide the size by the greater of the vertical or horizontal shrinkage factor float..

iPhone image stretching (skew)

http://stackoverflow.com/questions/2351586/iphone-image-stretching-skew

of the intersection point of the lines joining p1 and p3 and p2 and p4. Now notice the x y factor in the transformation. This indicates such a transform is not linear. Therefore CATransform3D cannot..

The simplest way to resize an UIImage?

http://stackoverflow.com/questions/2658738/the-simplest-way-to-resize-an-uiimage

newSize In next line pass 0.0 to use the current device's pixel scaling factor and thus account for Retina resolution . Pass 1.0 to force exact pixel size. UIGraphicsBeginImageContextWithOptions..

Choosing the right IOS XML parser

http://stackoverflow.com/questions/4181690/choosing-the-right-ios-xml-parser

for your iphone project The difference between the slowest and fastest parsers in his case was a factor of 2. Depending on your feature requirements there are definitely parsers that can cut your parsing..

How to capture UIView to UIImage without loss of quality on retina display

http://stackoverflow.com/questions/4334233/how-to-capture-uiview-to-uiimage-without-loss-of-quality-on-retina-display

on this page . Pass 0.0 for scale the third argument and you'll get a context with a scale factor equal to that of the screen. UIGraphicsBeginImageContext uses a fixed scale factor of 1.0 so you're.. with a scale factor equal to that of the screen. UIGraphicsBeginImageContext uses a fixed scale factor of 1.0 so you're actually getting exactly the same image on an iPhone 4 as on the other iPhones. I'll..

How do I reset after a UIScrollView zoom?

http://stackoverflow.com/questions/448285/how-do-i-reset-after-a-uiscrollview-zoom

be called and give you a chance to do a more high quality rendering of your view at the new scale factor. Generally it's suggested that you reset the transform on your view to be CGAffineTransformIdentity.. on the next zoom operation it sets the transform of the content view to whatever the overall scale factor is. Since you've manually redrawn your view at the last scale factor it compounds the scaling which.. to whatever the overall scale factor is. Since you've manually redrawn your view at the last scale factor it compounds the scaling which is what you're seeing. As a workaround I use a UIView subclass for my..

UIScrollView. Any thoughts on implementing “infinite” scroll/zoom?

http://stackoverflow.com/questions/1493950/uiscrollview-any-thoughts-on-implementing-infinite-scroll-zoom

appropriately and reset the scroll view's contentOffset property to be back in the middle. Handling zooming do something similar only this time watch the zoom factor on the scroll view. Whenever it gets to a certain point do some manipulation to whatever data you're presenting so that it appears zoomed then reset the zoom factor.. on the scroll view. Whenever it gets to a certain point do some manipulation to whatever data you're presenting so that it appears zoomed then reset the zoom factor to 1.0. For example if you're scrolling an image and it gets zoomed to appear twice as large programmatically apply some kind of transform to make the image twice.. and it gets zoomed to appear twice as large programmatically apply some kind of transform to make the image twice as large then reset the scroll view's zoom factor to 1.0. The image will still appear zoomed in but the scroll view will be able to continue zooming in further as necessary. Google Maps takes this one step further..

Resize UIImage with aspect ratio?

http://stackoverflow.com/questions/1703100/resize-uiimage-with-aspect-ratio

core graphics share improve this question After you set your screen rect do something like the following to decide what rect to draw the image in float hfactor value.bounds.size.width screenRect.size.width float vfactor value.bounds.size.height screenRect.size.height float factor fmax hfactor vfactor Divide the size by.. your screen rect do something like the following to decide what rect to draw the image in float hfactor value.bounds.size.width screenRect.size.width float vfactor value.bounds.size.height screenRect.size.height float factor fmax hfactor vfactor Divide the size by the greater of the vertical or horizontal shrinkage factor.. what rect to draw the image in float hfactor value.bounds.size.width screenRect.size.width float vfactor value.bounds.size.height screenRect.size.height float factor fmax hfactor vfactor Divide the size by the greater of the vertical or horizontal shrinkage factor float newWidth value.bounds.size.width factor float newHeight..

iPhone image stretching (skew)

http://stackoverflow.com/questions/2351586/iphone-image-stretching-skew

x p1.x ”——————†p1.x p1.y c y' y where c is the y coordinate of the intersection point of the lines joining p1 and p3 and p2 and p4. Now notice the x y factor in the transformation. This indicates such a transform is not linear. Therefore CATransform3D cannot perform this as a 2D transform either. However the vector x..

The simplest way to resize an UIImage?

http://stackoverflow.com/questions/2658738/the-simplest-way-to-resize-an-uiimage

imageWithImage UIImage image scaledToSize CGSize newSize UIGraphicsBeginImageContext newSize In next line pass 0.0 to use the current device's pixel scaling factor and thus account for Retina resolution . Pass 1.0 to force exact pixel size. UIGraphicsBeginImageContextWithOptions newSize NO 0.0 image drawInRect CGRectMake 0..

Choosing the right IOS XML parser

http://stackoverflow.com/questions/4181690/choosing-the-right-ios-xml-parser

How to capture UIView to UIImage without loss of quality on retina display

http://stackoverflow.com/questions/4334233/how-to-capture-uiview-to-uiimage-without-loss-of-quality-on-retina-display

to UIGraphicsBeginImageContextWithOptions as documented on this page . Pass 0.0 for scale the third argument and you'll get a context with a scale factor equal to that of the screen. UIGraphicsBeginImageContext uses a fixed scale factor of 1.0 so you're actually getting exactly the same image on an iPhone 4 as on.. Pass 0.0 for scale the third argument and you'll get a context with a scale factor equal to that of the screen. UIGraphicsBeginImageContext uses a fixed scale factor of 1.0 so you're actually getting exactly the same image on an iPhone 4 as on the other iPhones. I'll bet either the iPhone 4 is applying a filter when you implicitly..

How do I reset after a UIScrollView zoom?

http://stackoverflow.com/questions/448285/how-do-i-reset-after-a-uiscrollview-zoom

method scrollViewDidEndZooming withView atScale will be called and give you a chance to do a more high quality rendering of your view at the new scale factor. Generally it's suggested that you reset the transform on your view to be CGAffineTransformIdentity and then have your view manually redraw itself at the new size.. doesn't appear to monitor the content view transform so on the next zoom operation it sets the transform of the content view to whatever the overall scale factor is. Since you've manually redrawn your view at the last scale factor it compounds the scaling which is what you're seeing. As a workaround I use a UIView subclass.. zoom operation it sets the transform of the content view to whatever the overall scale factor is. Since you've manually redrawn your view at the last scale factor it compounds the scaling which is what you're seeing. As a workaround I use a UIView subclass for my content view with the following methods defined void setTransformWithoutScaling..

UIScrollView. Any thoughts on implementing “infinite” scroll/zoom?

http://stackoverflow.com/questions/1493950/uiscrollview-any-thoughts-on-implementing-infinite-scroll-zoom

contentOffset property to be back in the middle. Handling zooming do something similar only this time watch the zoom factor on the scroll view. Whenever it gets to a certain point do some manipulation to whatever data you're presenting so that.. a certain point do some manipulation to whatever data you're presenting so that it appears zoomed then reset the zoom factor to 1.0. For example if you're scrolling an image and it gets zoomed to appear twice as large programmatically apply some.. large programmatically apply some kind of transform to make the image twice as large then reset the scroll view's zoom factor to 1.0. The image will still appear zoomed in but the scroll view will be able to continue zooming in further as necessary...

Resize UIImage with aspect ratio?

http://stackoverflow.com/questions/1703100/resize-uiimage-with-aspect-ratio

After you set your screen rect do something like the following to decide what rect to draw the image in float hfactor value.bounds.size.width screenRect.size.width float vfactor value.bounds.size.height screenRect.size.height float factor.. following to decide what rect to draw the image in float hfactor value.bounds.size.width screenRect.size.width float vfactor value.bounds.size.height screenRect.size.height float factor fmax hfactor vfactor Divide the size by the greater of the.. value.bounds.size.width screenRect.size.width float vfactor value.bounds.size.height screenRect.size.height float factor fmax hfactor vfactor Divide the size by the greater of the vertical or horizontal shrinkage factor float newWidth value.bounds.size.width..

iPhone image stretching (skew)

http://stackoverflow.com/questions/2351586/iphone-image-stretching-skew

where c is the y coordinate of the intersection point of the lines joining p1 and p3 and p2 and p4. Now notice the x y factor in the transformation. This indicates such a transform is not linear. Therefore CATransform3D cannot perform this as a 2D..

The simplest way to resize an UIImage?

http://stackoverflow.com/questions/2658738/the-simplest-way-to-resize-an-uiimage

CGSize newSize UIGraphicsBeginImageContext newSize In next line pass 0.0 to use the current device's pixel scaling factor and thus account for Retina resolution . Pass 1.0 to force exact pixel size. UIGraphicsBeginImageContextWithOptions newSize..

Choosing the right IOS XML parser

http://stackoverflow.com/questions/4181690/choosing-the-right-ios-xml-parser

the best xml parser for your iphone project The difference between the slowest and fastest parsers in his case was a factor of 2. Depending on your feature requirements there are definitely parsers that can cut your parsing time in half. share..

How to capture UIView to UIImage without loss of quality on retina display

http://stackoverflow.com/questions/4334233/how-to-capture-uiview-to-uiimage-without-loss-of-quality-on-retina-display

as documented on this page . Pass 0.0 for scale the third argument and you'll get a context with a scale factor equal to that of the screen. UIGraphicsBeginImageContext uses a fixed scale factor of 1.0 so you're actually getting exactly.. you'll get a context with a scale factor equal to that of the screen. UIGraphicsBeginImageContext uses a fixed scale factor of 1.0 so you're actually getting exactly the same image on an iPhone 4 as on the other iPhones. I'll bet either the iPhone..

How do I reset after a UIScrollView zoom?

http://stackoverflow.com/questions/448285/how-do-i-reset-after-a-uiscrollview-zoom

atScale will be called and give you a chance to do a more high quality rendering of your view at the new scale factor. Generally it's suggested that you reset the transform on your view to be CGAffineTransformIdentity and then have your view.. view transform so on the next zoom operation it sets the transform of the content view to whatever the overall scale factor is. Since you've manually redrawn your view at the last scale factor it compounds the scaling which is what you're seeing... of the content view to whatever the overall scale factor is. Since you've manually redrawn your view at the last scale factor it compounds the scaling which is what you're seeing. As a workaround I use a UIView subclass for my content view with the..

Creating a JSON Store For iPhone

http://stackoverflow.com/questions/5237943/creating-a-json-store-for-iphone

data in and out of persistence it's integration with the rest of the API usually produces superior results when you factor in speed of development and reliability. In this particular case I can't tell from the description whether you are in case..