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ios – 如何检测是否从导航控制器弹出视图控制器?(导航栏怎么测试)

2

在这篇文章中,我们将带领您了解ios–如何检测是否从导航控制器弹出视图控制器?的全貌,包括导航栏怎么测试的相关情况。同时,我们还将为您介绍有关AddingOpenSource3DPhysicstoYo

在这篇文章中,我们将带领您了解ios – 如何检测是否从导航控制器弹出视图控制器?的全貌,包括导航栏怎么测试的相关情况。同时,我们还将为您介绍有关Adding Open Source 3D Physics to Your iOS Applications (3)Using Bullet in Your iOS Application、Apple 不再在 iOS 16.2 发布之前签署 iOS 16.1 和 iOS 16.1.1、C++ write and read file via fstream in ios::out,ios::in,ios::app mode、iOS 11.0-iOS 14.3越狱后可以解除吗?如何解除iOS 11.0-iOS 14.3越狱的知识,以帮助您更好地理解这个主题。

本文目录一览:

ios – 如何检测是否从导航控制器弹出视图控制器?(导航栏怎么测试)

ios – 如何检测是否从导航控制器弹出视图控制器?(导航栏怎么测试)

当我的导航控制器弹出顶视图控制器时,我需要实现一些代码.有没有办法检测视图控制器何时被弹出导航控制器堆栈?

尽可能地,我想远离使用viewWilldisappear或viewDiddisappear,因为我在我的项目中使用一个splitview,并且在主视图中选择一个不同的行也将触发viewWilldisappear / viewDiddisappear方法.

解决方法

更新20150430

根据phatmann的反馈(下面的第一个评论),如果一年以前我回答了这个问题,有什么改变,我很好奇.我把一个简单的例子应用程序放在一起,并且有一些有趣的结果.

选项1,示例

https://github.com/greymouser/TestNVC

我没有能力轻松测试8.x之前的版本,所以我不知道自那以后有什么变化.然而,我最初描述的行为仍然发生.但是,由于把测试应用程序放在一起,我没有注意到我以前没有这样的奇怪.

如果我只是依赖{will,did} MovetoParentViewController,我注意到一个虚假的didMovetoParentViewController:在rootVC上推送第一个非rootVC时,调用parent!= nil(意味着它被添加,不被删除).我在原始答案的时候没有遇到这个问题,因为我通常在我的NVC上有“永久”rootVC,并没有在那里实现回调.请参阅示例应用程序,日志记录设置为LOG_WILL_DID_MTPVC(在ViewController.m中).这是一个编辑的空间 – 我看到的快照:

TestNVC[] -[vc(rootVC) willMovetoParentViewController [entering]
TestNVC[] -[vc(rootVC) didMovetoParentViewController [entering]
TestNVC[] -[vc(1) willMovetoParentViewController [entering]
TestNVC[] -[vc(rootVC) didMovetoParentViewController [entering]  # <-- this is odd
TestNVC[] -[vc(1) didMovetoParentViewController [entering]
...

我原来的答案建议使用{will,did} MovetoParentViewController单独,因为它是一个“一站式”来处理这种行为.然而,现在我看到对rootVC的虚假调用,我建议混合使用{will,done} MovetoParentViewController以及标准的UINavigationControllerDelegate回调.对于示例应用程序中的此行为,请将日志记录设置为LOG_WILL_DID_MTPVC_LEAVING_AND_NVC_WILL_DID_SHOW_VC.现在我们看到如下:

TestNVC[] -[nvcD willShowViewController]: rootVC
TestNVC[] -[nvcD didShowViewController]: rootVC
TestNVC[] -[nvcD willShowViewController]: 1
TestNVC[] -[nvcD didShowViewController]: 1
TestNVC[] -[nvcD willShowViewController]: 2
TestNVC[] -[nvcD didShowViewController]: 2
TestNVC[] -[vc(2) willMovetoParentViewController [leaving]
TestNVC[] -[nvcD willShowViewController]: 1
TestNVC[] -[vc(2) didMovetoParentViewController [leaving]
TestNVC[] -[nvcD didShowViewController]: 1
TestNVC[] -[vc(1) willMovetoParentViewController [leaving]
TestNVC[] -[nvcD willShowViewController]: rootVC
TestNVC[] -[vc(1) didMovetoParentViewController [leaving]
TestNVC[] -[nvcD didShowViewController]: rootVC

…这样现在更有意义了.

选项2

另一个我没有探索的选项是使用您的NVC子字体,覆盖 – pushViewController:animated:和 – popViewControllerAnimated :,并应用您想要的VC所要求的任何行为,或从弹出窗口返回的VC. (如果您尝试这样做,请务必记住在覆盖中调用super.)

更新总结

所以,感谢phatmann有机会去看这个.我认为我的答案现在更加正确.不过,我并不确定这是“完全不真实的”.

总结

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Adding Open Source 3D Physics to Your iOS Applications (3)Using Bullet in Your iOS Application

Adding Open Source 3D Physics to Your iOS Applications (3)Using Bullet in Your iOS Application

Using Bullet in Your iOS Application

All that remains is to build an application that actually uses Bullet and displays 3D objects. Apple's GLKit framework makes it relatively easy.

Make the view controller class generated by Xcode's Single View Application template into a subclass of GLKViewController instead of UIViewCintroller. The PViewController.h file in the tutorial sample code contains the following lines:

#import <GLKit/GLKit.h>
 PViewController : @interfaceGLKViewController

Next,edit the MainStoryboard.storyboard file generated by Xcode's Single View Application template. Set the class of the generated view to GLKView using Xcode's Identity inspector,shown in figure 12.

Figure 12 Setting the view's class to GLKView

Add the GLKit and OpenGLES frameworks to the project. The easiest way is to edit the project's Build Phases,as shown in figure 13. Press the + button in the Link Binary with Libraries section to add frameworks.

Figure 13 GLKit and OpenGLES frameworks added to the project

If you build and run the tutorial project Now,you should see a black screen. The next step is to create a physics simulation and draw something more interesting.

The tutorial source code includes a file named PAppDelegate.mm. The .mm extension tells Xcode to compile the file as Objective-C++ code intermixing C++ and Objective-C. The following code declares instance variables to store Bullet physics objects:

#import "PAppDelegate.h"
#include "btBulletDynamicsCommon.h"
#include <map>


 < *,*> 
   GModelShapeMap;


  ()
{
    *collisionConfiguration;
    *dispatcher;
    *overlappingPairCache;
    *solver;
    *dynamicsWorld;
   *> collisionShapes;
   
    modelShapeMap;
}

@endtypedefstd::mapPPhysicsObjectbtCollisionObject@interfacePAppDelegatebtDefaultCollisionConfigurationbtCollisiondispatcherbtbroadphaseInterfacebtSequentialImpulseConstraintSolverbtdiscreteDynamicsWorldbtAlignedobjectArray<btCollisionShapeGModelShapeMap

The GModelShapeMap modelShapeMap variable is used to store the relationships between Objective-C objects representing Boxes and spheres and the corresponding shapes simulated by Bullet. A C++ map is a standard class similar in function to Cocoa Touch'sNSDictionary class.

The physics simulation is initialized in PAppDelegate's -application:didFinishLaunchingWithOptions: method that's part of the Cocoa Touch standard application delegate protocol. The simulation is configured to use Earth's gravitational acceleration of -9.81 meters per second2. Comments explain the steps needed to initialize Bullet. Don't worry if it doesn't make much sense to you. It's boilerplate code.

/////////////////////////////////////////////////////////////////
// Creates needed physics simulation objects and configures
// properties such as the acceleration of gravity that seldom
// if ever change while the application executes.
- ()application:( *)application 
   didFinishLaunchingWithOptions:( *)launchOptions
{
    ///collision configuration contains default setup for memory,// collision setup. Advanced users can create their own 
   // configuration.
     =  
      ();
   
    ///use the default collision dispatcher. For parallel 
   // processing you can use a diffent dispatcher 
   // (see Extras/BulletMultiThreaded)
     = 	  
      ();
   
    ///btDbvtbroadphase is a good general purpose broadphase. You 
   // can also try out btAxis3Sweep.
     =  ();
   
    ///the default constraint solver. For parallel processing you 
   // can use a different solver (see Extras/BulletMultiThreaded)
     =  ;
   
     = 
       (,);
   
    ->setGravity(());
   
   return YES;
}BOOLUIApplicationNSDictionarycollisionConfigurationnewbtDefaultCollisionConfigurationdispatchernewbtCollisiondispatchercollisionConfigurationoverlappingPairCachenewbtDbvtbroadphasesolvernewbtSequentialImpulseConstraintSolverdynamicsWorldnewbtdiscreteDynamicsWorlddispatcheroverlappingPairCachesolvercollisionConfigurationdynamicsWorldbtVector30,-9.81,0

PAppDelegate's -applicationWillTerminate: method tears down the simulation built in -application:didFinishLaunchingWithOptions:. It's not necessary to implement -applicationWillTerminate: in the tutorial sample code because when the application terminates,iOS will automatically reclaim the memory and other resources consumed by the physics engine. The code is provided in PAppDelegate.mm as example to follow if you ever need to clean up the physics engine while the application continues to execute.

PAppDelegate provides the following -physicsUpdateWithelapsedtime: method. Call the method periodically to give the physics engine opportunities to recalculate object positions and orientations.

/////////////////////////////////////////////////////////////////
// Turn the crank on the physics simulation to calculate 
// positions and orientations of collision shapes if
// necessary. The simulation performs up to 32 interpolation
// steps depending on the amount of elapsed time,and each step
// represents 1/120 seconds of elapsed time.
- ()physicsUpdateWithelapsedtime:()seconds;
{
   dynamicsWorld->stepSimulation(seconds,/);
}voidNSTimeInterval321120.0f

That's all it takes to start using Bullet physics for iOS. The simulation doesn't produce any interesting results unless some objects are added and set in motion to collide with each other. It's time to create,register,and draw physics objects.

GLKit provides most of the features needed. The tutorial project includes files named sphere.h and cube.h containing data declarations for 3D shapes. The data consists of vertex positions and "normal" vectors. Each shape is drawn as a list of connected triangles. The normal vectors provide information used to calculate how much simulated light reflects from each triangle.

The PViewController class implements all of the drawing for the tutorial. The drawing code is suboptimal to keep the code simple,and it turns out not to matter at run time. Profiling the tutorial code reveals that less than 20% of the application's execution time is spent drawing. Even if the drawing code is removed entirely,the application only runs 20% faster.

PViewController declares the following properties. The baseEffect property stores an instance of GLKit's GLKBaseEffect class. Modern GPUs are programmable allowing almost unlimited flexibility when rendering 3D graphics. The programs running on the GPU are sometimes called effects. GLKBaseEffect encapsulates the GPU programs needed by simple applications so that you don't need to dive into GPU programming when getting started.

@interface  ()

@property (strong,nonatomic,readwrite)
    *baseEffect;
@property (strong,readwrite) 
    *BoxPhysicsObjects;
@property (strong,readwrite) 
    *spherePhysicsObjects;
@property (strong,readwrite) 
    *immovableBoxPhysicsObjects;
   
@endPViewControllerGLKBaseEffectNSMutableArrayNSMutableArrayNSMutableArray

Other than baseEffect,the other properties all store arrays of Objective-C objects representing spheres and Boxes in the simulation. Bullet only recalculates positions for physics objects that have mass. Objects created with zero mass are therefore immovable within the simulation. They don't become displaced when other objects collide or fall in response to gravity. The immovableBoxPhysicsObjects property stores an array of zero mass Boxes used to form a floor. Without a few immovable objects in the simulation,all of the other objects would quickly fall out of view as the result of simulated gravity.

Two GLKViewController methods provide the key to drawing with GLKit: -update and -glkView:drawInRect:. The –update method is called periodically in sync with the iOS device display refresh rate. The display always refreshes 60 times per second,butGLKViewController's default behavior is to call –update at 30Hz. In other words, –update is called once for every two display refreshes. GLKViewController can be configured to call –update at other rates,but 30 times per second works well for simulations. Right after calling –update, GLKViewController tells the view it controls to display,and the view calls back to GLKViewController's -glkView:drawInRect:. Therefore,you implement simulation update in –update and implement custom 3D drawing code in -glkView:drawInRect:.

/////////////////////////////////////////////////////////////////
// This method is called automatically at the update rate of the 
// receiver (default 30 Hz). This method is implemented to
// update the physics simulation and remove any simulated objects
// that have fallen out of view.
- ()update
{
    *appDelegate = 
      [[] ];
   
   [appDelegate :
      .];

   // Remove objects that have fallen out of view from the 
   // physics simulation
   [ ];
}voidPAppDelegateUIApplication sharedApplicationdelegatephysicsUpdateWithelapsedtimeselftimeSinceLastUpdateselfremoveOutOfViewObjects

The following drawing code sets baseEffect properties to match the orientation of the iOS device,specifies perspective,positions a light,and prepares for drawing 3D objects. Theaspect ratio is the ratio of a view's width to its height. The aspect ratio may change when an iOS device is rotated from portrait orientation to landscape and back. Perspectivedefines how much of the 3D scene is visible at once and how objects in the distance appear smaller than objects up close.

In the real world,we only see objects that reflect light into our eyes. We perceive the shape of objects because different amounts of light reflect for different parts of the objects. Setting the baseEffect's light position controls how OpenGL calculates the amount of simulated light reflected off each part of a virtual 3D object. Calling [self.baseEffect preparetoDraw] tells the base effect to prepare a suitable GPU program for execution.

/////////////////////////////////////////////////////////////////
// GLKView delegate method: Called by the view controller's view
// whenever Cocoa Touch asks the view controller's view to
// draw itself. (In this case,render into a frame buffer that
// shares memory with a Core Animation Layer)
- ()glkView:( *)view drawInRect:()rect
{
   // Calculate the aspect ratio for the scene and setup a 
   // perspective projection
      aspectRatio = 
   ()view. / ()view.;
   
   // Set the projection to match the aspect ratio
   .. = 
   (
      (),// Standard field of view
      aspectRatio,// Don't make near plane too close
      ); // Far arbitrarily far enough to contain scene
   
   // Configure a light
   ... = 
   (,);// Directional light
      
   [. ];

   // Clear Frame Buffer (erase prevIoUs drawing)
   (|);
   
   [ ];
   [ ];      
}voidGLKViewCGRectconstGLfloatGLfloatdrawableWidthGLfloatdrawableHeightselfbaseEffecttransform.projectionMatrixGLKMatrix4MakePerspectiveGLKMathdegreesToradians35.0f0.2f200.0fselfbaseEffectlight0positionGLKVector4Make0.6f1.0f0.4f0.0fselfbaseEffectpreparetoDrawglClearGL_COLOR_BUFFER_BITGL_DEPTH_BUFFER_BITselfdrawPhysicssphereObjectsselfdrawPhysicsBoxObjects

OpenGL ES is a technology for controlling GPUs. Parts of OpenGL ES execute on the GPU itself,and other parts execute on the cpu. Programs call a library of C functions provided by OpenGL to tell OpenGL what to do. The glClear() function,called in the tutorial's -glkView:drawInRect:, erases prevIoUs drawing and discards prevIoUsly calculated information about which 3D objects are in front of others.

PViewController's –drawPhysicssphereObjects and –drawPhysicsBoxObjects methods draw spheres and Boxes with positions and orientations calculated by the physics engine. Without going into a lot of detail,each of the methods calls OpenGL ES functions to specify where to find vertex data defining triangles. Then the triangles are drawn by calling code similar to the following:

      // Draw triangles using the first three vertices in the 
      // currently bound vertex buffer
      (,// Start with first vertex in currently bound buffer
         sphereNumVerts);glDrawArraysGL_TRIANGLES0

OpenGL ES can only draw points,lines segments,and triangles. Complex shapes are composed of many triangles. The shapes in this tutorial are defined in sphere.h and cube.h. The shapes were initially drawn in a free open source 3D modeling application called Blender. Modeling is the term used by artists who create 3D shapes. The created models are exported from Blender in .obj file format and then converted into C header files suitable for direct use with OpenGL. Conversion is performed by an open source Perl language script.

It takes a little more work to setup GLKit. PViewController's -viewDidLoad method shows representative boilerplate code. This article glosses over methods like PViewController's –addRandomPhysicsObject. The code for adding physics objects is straightforward and particular to this tutorial. You'll most likely add different objects with different logic in your physics simulation projects.

Conclusion

The simulation provides remarkably complex and varied interaction between objects. The downloadable code is available in two variants. The Physics zip file (3dphyslibios_physics.zip) contains a Physics folder with an Xcode project. If you have built the Bullet demo applications for Mac OS X,you can copy the Physics folder into your bullet-2.80-rev2531 folder,double-click the Physics.xcodeproj file and press Run. A separate larger PhysicsPlusBullet zip file (3dphyslibios_physicsplusbullet.zip) contains the tutorial example and the needed Bullet source code combined. As always with open source,it's better to get the source code directly from the maintainers instead of grabbing a snapshot preserved in a tutorial's .zip file. Nevertheless,if you're impatient,the PhysicsPlusBullet zip file will get you up and running quickly.

This article provided a whirlwind tour of two large and powerful frameworks,Bullet and GLKit. It's not difficult to combine the two technologies in iOS applications. Like many open source libraries,Bullet is relatively easy to compile for iOS in spite of quirks related to the tools and coding style used by the library's authors. GLKit enables development of interesting and visually complex 3D applications with very little code. The tutorial implements all of its drawing in about 200 lines of code including comments and blank lines.

If you are interested in a more thorough introduction to 3D graphics concepts and GLKit,my new book, Learning OpenGL ES for iOS: A Hands-on Guide to Modern 3D Graphics Programming,is complete and available Now as a Rough Cut electronic edition. Look for the title at your favorite bookstore in the fall. Free sample codefrom the book is available.

Apple 不再在 iOS 16.2 发布之前签署 iOS 16.1 和 iOS 16.1.1

Apple 不再在 iOS 16.2 发布之前签署 iOS 16.1 和 iOS 16.1.1

继 ios 16.1.2 于 11 月 30 日发布后,apple 现已停止签署 ios 16.1 和 ios 16.1.1。iphone 和 ipad 用户不能再从操作系统升级到 ios 16.1.2 或更高版本之后的旧版本。

Apple 不再签署 iOS 16.1 和 iOS 16.1.1

iOS 16.1于 10 月发布,具有多项新功能和增强功能,例如 iCloud 共享照片库、适用于 iPhone 用户的 Fitness+、Live Activities 等。在11月份发布的iOS 16.1.1修复了缺陷并改进了安全性。

然后,在 11 月 30 日,Apple 发布了 iOS 16.1.2,以增强 iPhone 14 的崩溃检测功能,并提高无线运营商的兼容性。这是目前正式提供给用户的最新iOS版本。

与此同时,苹果即将在未来几天向公众发布iOS 16.2 。该更新将添加新的 Freeform 应用程序、对 Home 应用程序的改进、面向 iPhone 14 Pro 用户的新的永远在线选项、Apple Music Sing 等。

经常有越狱的iPhone和iPad用户恢复到旧版本的iOS。目前还没有任何迹象显示正在开发适用于 iOS 16 的越狱工具。将 Apple 设备恢复到以前版本的 iOS 有时也会对升级到最新版本的 iOS 后遇到重大错误的用户有所帮助。

从 iOS 16 降级到 iOS 15

即使您无法轻松恢复到iOS 16.1版本,仍有可能将您的设备降级至iOS 15版本以上。Apple正在为使用iOS 15.7.1的用户提供安全更新,导致此情况发生。如果想将 iPhone 或 iPad 降级,就必须使用 Mac 或 PC。

这不是苹果第一次提供让用户继续使用旧版 iOS 的选项。去年,一旦 iOS 15 可用, 用户可以选择在 iOS 14 上停留更长时间 ,而苹果仍在为其发布安全更新。然而, 该公司在几个月后取消了这个选项。

目前尚不清楚 iOS 15.7.1 作为 iOS 16 的替代选项将保留多长时间。

以上就是Apple 不再在 iOS 16.2 发布之前签署 iOS 16.1 和 iOS 16.1.1的详细内容,更多请关注php中文网其它相关文章!

C++ write and read file via fstream in ios::out,ios::in,ios::app mode

C++ write and read file via fstream in ios::out,ios::in,ios::app mode

#include <iostream>
#include <uuid/uuid.h>
#include <ostream>
#include <istream>
#include <fstream>
#include <iostream>

using namespace std;

void retrieveUuid(char *uuidValue);
void writeFile2();
void readFile3();

int main()
{
    writeFile2(); 
    readFile3();
    return 0;
}

void readFile3()
{
    fstream wFile;
    wFile.open("log3.txt",ios::app|ios::in|ios::out);
    if(!wFile.is_open())
    {
        cout<<"Create or open log3.txt Failed!"<<endl;
    }

    string uuidValue;
    int num=0;
    while(getline(wFile,uuidValue))
    { 
        cout<<"Id="<<++num<<",value="<<uuidValue<<endl;
    } 
    wFile.close();
    printf("Finished!\n");
}

void writeFile2()
{
    fstream wFile;
    wFile.open("log3.txt",ios::app|ios::out|ios::in);
    if(!wFile.is_open())
    {
        cout<<"Create or open log3.txt Failed!"<<endl;
    }

    char *uuidValue=(char*)malloc(40);
    for(int i=0;i<10000;i++)
    {
        retrieveUuid(uuidValue);
        wFile<<uuidValue<<endl;
    }
    free(uuidValue);   
    wFile.close(); 
}

void retrieveUuid(char *uuidValue)
{
    uuid_t newUUID;
    uuid_generate(newUUID);
    uuid_unparse(newUUID,uuidValue);
}

Complile and run

g++ -g -std=c++2a h2.cpp -o h2 -luuid

Run the ./h2 command

./h2

 

 

iOS 11.0-iOS 14.3越狱后可以解除吗?如何解除iOS 11.0-iOS 14.3越狱

iOS 11.0-iOS 14.3越狱后可以解除吗?如何解除iOS 11.0-iOS 14.3越狱

就目前来说,iOS 11.0-iOS 14.3越狱还不是很稳定,会出现白苹果,卡顿,程序崩溃等各种现象,大家可以等待稳定版本出来之后再进行越狱,那已经进行越狱的用户如何取消现有的越狱呢?以下是解除iOS 11.0-iOS 14.3越狱方法教程。

1.打开设备桌面,进入unc0ver,点击左上角设置,把下图中Restore RootFS选项开关打开;

2.回到桌面,再次打开unc0ver,如下图,点击Restore RootFS按钮执行操作;

3.运行到如下图时,选择“ok";

4.等待运行完毕,即可解除越狱。

我们今天的关于ios – 如何检测是否从导航控制器弹出视图控制器?导航栏怎么测试的分享就到这里,谢谢您的阅读,如果想了解更多关于Adding Open Source 3D Physics to Your iOS Applications (3)Using Bullet in Your iOS Application、Apple 不再在 iOS 16.2 发布之前签署 iOS 16.1 和 iOS 16.1.1、C++ write and read file via fstream in ios::out,ios::in,ios::app mode、iOS 11.0-iOS 14.3越狱后可以解除吗?如何解除iOS 11.0-iOS 14.3越狱的相关信息,可以在本站进行搜索。

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