this is my first app including the gamecenter, and i have a little problem with it.
i implemented some code i found in the net that should work. Everything works fine, except for "done button" :(
.m
#import <GameKit/GameKit.h>
- (void)viewDidLoad {
[[GKLocalPlayer localPlayer] authenticateWithCompletionHandler:^(NSError *error) {
if (error == nil)
NSLog(#"Authentication Successful!");
else
NSLog(#"Authentication Failed!");
}];
-(IBAction)subscore{
GKScore *scoreReporter = [[GKScore alloc] initWithCategory:#"lrhseasy"];
scoreReporter.value = score;
[scoreReporter reportScoreWithCompletionHandler:^(NSError *error) {
if (error != nil) {
NSLog(#"Submitting a score failed!");
}
else {
NSLog(#"Submitting succeeded!");
}
}];
}
-(IBAction)showLeader{
GKLeaderboardViewController *leaderboardController = [[GKLeaderboardViewController alloc]init];
if (leaderboardController != nil) {
//leaderboardController.leaderboardDelegate = self;
[self presentModalViewController:leaderboardController animated:YES];
}
}
- (void)leaderboardViewControllerDidFinish:(GKLeaderboardViewController *)viewController {
NSLog(#"Close leaderboard");
[self dismissModalViewControllerAnimated:YES];
[viewController.view.superview removeFromSuperview];
}
The last function isn´t called, when the done button is pressed - i don´t get "close leaderboard" in the debug console.
After searching for 3 hours, the only thing i found was
"Did you add GKLeaderboardViewControllerDelegate to the list of protocols that this class implements? " but i do not know what this means or how its done :(
I am having a similar problem but to add GKLeaderBoardViewControllerDelegate to your protocol list do this:
#interface YourClass: NSObject <GKLeaderBoardViewControllerDelegate> {
}
#end
Related
EDITED: Thanks to your help I am closing in on the solution to my problem. I have fixed the missing "#end error", and am left with just one "Expected identifier or "("" error.
This is the code, the error is noted:
#define SYSTEM_VERSION_LESS_THAN(v) ([[[UIDevice currentDevice] systemVersion] \
compare:v options:NSNumericSearch] == NSOrderedAscending)
#import "WViewController.h"
#import <SkillzSDK-iOS/Skillz.h>
#interface WViewController ()
#end
#implementation WViewController
- (void)viewDidLoad
{
[super viewDidLoad];
//create backdrop image
NSMutableString *imgFile = [[NSMutableString alloc] init];
if (![globalBackgroundImage isEqualToString:#""]) [imgFile setString:globalBackgroundImage]; //falls back to first image setting for all devices;
if ((IS_WIDESCREEN_PHONE)&&(![widescreenBackgroundImage isEqualToString:#""])) [imgFile setString:widescreenBackgroundImage]; //you can specify a different image for
if ((IS_IPAD)&&(![iPadBackgroundImage isEqualToString:#""])) [imgFile setString:iPadBackgroundImage]; //widescreen phones & for iPad
if (![imgFile isEqualToString:#""]) {
UIImage *img = [[UIImage imageNamed:imgFile] retain];
CGSize imgSz = [img size];
CGSize screenSz = [[UIScreen mainScreen] bounds].size;
float imgWH = imgSz.width/imgSz.height;
float screenWH = screenSz.width/screenSz.height;
CGRect backdropFrame;
if (imgWH>=screenWH) backdropFrame = CGRectMake((screenSz.width/2)-((screenSz.height*imgWH)/2), 0, screenSz.height*imgWH, screenSz.height); //image wider than screen
else backdropFrame = CGRectMake(0, ((screenSz.height/2)-((screenSz.width/imgWH)/2)), screenSz.width, screenSz.width/imgWH);
UIImageView *backdropImageView = [[UIImageView alloc] initWithFrame:backdropFrame];
[backdropImageView setImage:img];
[backdropImageView setAlpha:backgroundImageOpacity];
[self.view addSubview:backdropImageView];
}
[self.view setBackgroundColor:globalBackgroundColor];
//init GameCenter
[[GameCenterManager sharedManager] setupManager];
[[GameCenterManager sharedManager] setDelegate:self];
//initialize the view for when the player is in the game
gameView = [[WgameView alloc] initWithFrame:[[UIScreen mainScreen] bounds] fromViewController:self];
[gameView setHidden:YES];
[self.view addSubview:gameView];
//initialize the view for then the player is on the home screen
homeView = [[WhomeView alloc] initWithFrame:[[UIScreen mainScreen] bounds] fromViewController:self];
[homeView setHidden:YES];
[self.view addSubview:homeView];
}
- (void) viewDidAppear:(BOOL)animated {
//go to home screen right away
[self goHome];
//show a RevMob fullscreen ad if we're supposed to
if (revMobActive) {
if (showRevMobFullscreenOnLaunch) {
[[RevMobAds session] showFullscreen];
}
}
//show a Chartboost ad if we're supposed to
if (chartboostActive) {
if (showChartboostOnLaunch) {
[[Chartboost sharedChartboost] showInterstitial:CBLocationHomeScreen];
}
}
}
#pragma mark game flow
-(void) multiplayerButtonPressed:(id)sender
{
NSLog(#"Multiplayer button pressed, launching Skillz!");
// Launching Skillz in landscape mode
[[Skillz skillzInstance] launchSkillzForOrientation:SkillzLandscape
launchHasCompleted:^{
// This code is called after the Skillz UI launches.
NSLog(#"Skillz just launched.");
} tournamentWillBegin:^(NSDictionary *gameRules) {
// This code is called when a player starts a game in the Skillz portal.
NSLog(#"Tournament with rules: %#", gameRules);
NSLog(#"Now starting a game…");
// INCLUDE CODE HERE TO START YOUR GAME
// …..
// …..
// …..
// END OF CODE TO START GAME
} skillzWillExit:^{
// This code is called when exiting the Skillz portal
//back to the normal game.
NSLog(#"Skillz exited.");
}];
}
- (void) startGame:(UIButton*)sender {
//hide RevMob banner ad if we're supposed to
if (revMobActive) {
if (showRevMobBannerOnHomeScreen) {
[[RevMobAds session] hideBanner];
}
}
//starts game in the mode corresponding to which button was tapped
[[WGameModeEngine sharedInstance] setCurrentGameMode:sender.titleLabel.text];
[gameView startGame];
[homeView setHidden:YES];
[gameView setHidden:NO];
//init timer if timed game
if ([[WGameModeEngine sharedInstance] isTimedGame]) {
timedGameTimer = [[NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:#selector(decrementTime) userInfo:nil repeats:YES] retain];
}
//notify game engine to play sound if configured
[[WGameModeEngine sharedInstance] soundEventDidHappen:#"BeginGame"];
}
- (void) goHomeButtonPressed {
[self stopGame];
[self goHome];
}
- (void) stopGame {
//stop timer if this was a timed game
if (timedGameTimer) {
[timedGameTimer invalidate];
[timedGameTimer release];
timedGameTimer=nil;
}
}
- (void) goHome {
[gameView setHidden:YES];
[homeView setHidden:NO];
//show a RevMob banner ad if we're supposed to
if (revMobActive) {
if (showRevMobBannerOnHomeScreen) {
[[RevMobAds session] showBanner];
}
}
}
- (void) decrementTime {
[[WGameModeEngine sharedInstance] timeDecreased]; //report to our game model that time has decreased
if ([[WGameModeEngine sharedInstance] timeLeft]<=0) { //if 0 seconds left,
[self timedGameEnded]; //game has ended
}
if (([[WGameModeEngine sharedInstance] timeLeft]<6)&&([[WGameModeEngine sharedInstance] timeLeft]>0)) {
//notify game engine to play sound if configured
[[WGameModeEngine sharedInstance] soundEventDidHappen:#"FiveSecondCountdown"];
}
[gameView updateLabels]; //update gameView's score and time labels
}
- (void) timedGameEnded {
//game over!
[self stopGame];
//notify game engine to play sound if configured
[[WGameModeEngine sharedInstance] soundEventDidHappen:#"GameOver"];
//show an alert with score and list of words found (if you want, you can add a whole separate screen for this instead of simple alert!)
UIAlertView *alert = [[UIAlertView alloc] initWithTitle: #"Game Over" message:[NSString stringWithFormat:#"You scored %d points!\n\nWords found:\n%#",[[WGameModeEngine sharedInstance] getScore],[[[WGameModeEngine sharedInstance] getWordsFound] componentsJoinedByString:#" "]] delegate: nil cancelButtonTitle:#"OK" otherButtonTitles:nil];
[alert setDelegate:self];
[alert show];
[alert release];
//report score to GameCenter
int sc = [[WGameModeEngine sharedInstance] getScore];
if (sc>0) [self reportScore:sc forCategory:[[[[WGameModeEngine sharedInstance] getCurrentGameMode] componentsSeparatedByString:#" "] componentsJoinedByString:#"_"]];
[#"com.bundle.appname" stringByAppendingString:[[[[[WGameModeEngine sharedInstance] getCurrentGameMode] lowercaseString] componentsSeparatedByString:#" "] componentsJoinedByString:#""]];
}
- (void) alertView:(UIAlertView *)alertView didDismissWithButtonIndex:(NSInteger)buttonIndex {
//share latest score on Facebook if we're supposed to
if (FacebookShareEnabled) {[self facebookShare];}
//go to home screen
[self goHome];
//show a RevMob fullscreen ad if we're supposed to
if (revMobActive) {
if (showRevMobFullscreenWhenGameOver) {
[[RevMobAds session] showFullscreen];
}
}
//show a Chartboost ad if we're supposed to
if (chartboostActive) {
if (showChartboostWhenGameOver) {
[[Chartboost sharedChartboost] showInterstitial:CBLocationHomeScreen];
}
}
}
#pragma mark GameCenter
- (void)gameCenterManager:(GameCenterManager *)manager authenticateUser:(UIViewController *)gameCenterLoginController {
if (revMobActive) {
if (showRevMobBannerOnHomeScreen) {
[[RevMobAds session] hideBanner];
}
}
[self presentViewController:gameCenterLoginController animated:YES completion:^(void)
{if (revMobActive) {
if (showRevMobBannerOnHomeScreen) {
[[RevMobAds session] showBanner];
}}}];
}
if (isGameOver) {<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<ERROR IS HERE>>>>>>>>>>>>>>>
if ([[Skillz skillzInstance] tournamentIsInProgress]) {
// The game ended and it was in a Skillz tournament,
// so report the score and go back to Skillz.
[[Skillz skillzInstance] completeTurnWithGameData:gameData
playerScore:playerScore
playerCurrentTotalScore:playerCurrentTotalScore
opponentCurrentTotalScore:opponentCurrentTotalScore
roundOutcome:turnOutcome
matchOutcome:matchOutcome
withCompletion:^{
// Code in this block is called when exiting to Skillz
// and reporting the score.
NSLog(#"Reporting score to Skillz…");
}];
} else {
// Otherwise single player game, so take the normal action
}
}
- (void) reportScore: (int64_t) score forCategory: (NSString*) category
ORIGINAL QUESTION:
I am really new to coding and hoping that someone can help me with what I am sure is a very simple problem. I have looked at a lot of other answers regarding this error, but they don't seem to apply to my situation.
The following code is part of a game app I am working on using Xcode, trying to integrate it with a third party system called SKILLZ. I did not write any of the code and am trying to understand it as I proceed with the integration.
I have noted within the code where I am getting the error:
#import "WAppDelegate.h"
#import "WViewController.h"
#import <SkillzSDK-iOS/Skillz.h>
#implementation WAppDelegate
- (void)dealloc
{
[_window release];
[_viewController release];
[super dealloc];
}
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
//initialize language engine
[WLanguageEngine sharedInstance];
//initialize game mode engine
[WGameModeEngine sharedInstance];
//initialize RevMob
if (revMobActive) {
[RevMobAds startSessionWithAppID:RevMobAppID];
}
if (revMobActive&&revMobTestingMode) {
[RevMobAds session].testingMode = RevMobAdsTestingModeWithAds;
// or
//[RevMobAds session].testingMode = RevMobAdsTestingModeWithoutAds;
}
self.window = [[[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]] autorelease];
// Override point for customization after application launch.
self.viewController = [[[WViewController alloc] initWithNibName:#"WViewController" bundle:nil] autorelease];
self.window.rootViewController = self.viewController;
[self.window makeKeyAndVisible];
return YES;
}
{<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<**<<EXPECTED IDENTIFIER OR "(">> ERROR OCCURS HERE**
// INITIALIZE SKILLZ HERE
// 940 is the game ID that was given to us by the Skillz Developer Portal.
// SkillzSandbox specifies that we will use the sandbox server since we
// are still developing the game.
// SkillzProduction specifies that we will use the production server since
// the game is ready for release to the AppStore
[[Skillz skillzInstance] skillzInitForGameId:#"940"
environment:SkillzSandbox];
I am getting a second occurrence of this error in a different part of the app code, but am hoping that if I can sort this one out that it will help me to understand the other.
Hoping that this is not off-topic or too specific, and that someone might be able to help.
Cheers
Jen
{<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<> ERROR OCCURS HERE
// INITIALIZE SKILLZ HERE
// 940 is the game ID that was given to us by the Skillz Developer Portal.
// SkillzSandbox specifies that we will use the sandbox server since we
// are still developing the game.
// SkillzProduction specifies that we will use the production server since
// the game is ready for release to the AppStore
[[Skillz skillzInstance] skillzInitForGameId:#"940"
environment:SkillzSandbox];
return YES;
}
This block is outside of - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
Perhaps you forgot a declaration or added an extraneous } somewhere
I present a viewcontroller to the user with a view that shows a UIButton to record a video. When the user presses the button, my app crashes with the following error:
Terminating app due to uncaught exception 'UIApplicationInvalidInterfaceOrientation', reason: 'preferredInterfaceOrientationForPresentation must return a supported interface orientation!'
My app only supports portrait orientation and the info.plist file reflects properly. I use the same code in another app, found on Ray Wenderlich's site, and it works great. The code for the .h and .m files is below. Any help would be appreciated.
.h
#import <MediaPlayer/MediaPlayer.h>
#import <MobileCoreServices/UTCoreTypes.h>
#import <AssetsLibrary/AssetsLibrary.h>
#interface RecordSwingViewController: UIViewController
-(BOOL)startCameraControllerFromViewController:(UIViewController*)controller
usingDelegate:(id )delegate;
-(void)video:(NSString *)videoPath didFinishSavingWithError:(NSError *)error contextInfo:(void*)contextInfo;
#property (weak, nonatomic) IBOutlet UIButton *record;
- (IBAction)recordSwing:(id)sender;
#end
.m
#import "RecordSwingViewController.h"
#interface RecordSwingViewController ()
#end
#implementation RecordSwingViewController
- (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil
{
self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil];
if (self) {
// Custom initialization
}
return self;
}
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view.
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
- (IBAction)recordSwing:(id)sender {
[self startCameraControllerFromViewController:self usingDelegate:self];
}
-(BOOL)shouldAutorotate
{
return NO;
}
-(BOOL)startCameraControllerFromViewController:(UIViewController*)controller
usingDelegate:(id )delegate {
// 1 - Validattions
if (([UIImagePickerController isSourceTypeAvailable:UIImagePickerControllerSourceTypeCamera] == NO)
|| (delegate == nil)
|| (controller == nil)) {
return NO;
}
// 2 - Get image picker
UIImagePickerController *cameraUI = [[UIImagePickerController alloc] init];
cameraUI.sourceType = UIImagePickerControllerSourceTypeCamera;
// Displays a control that allows the user to choose movie capture
cameraUI.mediaTypes = [[NSArray alloc] initWithObjects:(NSString *)kUTTypeMovie, nil];
// Hides the controls for moving & scaling pictures, or for
// trimming movies. To instead show the controls, use YES.
cameraUI.allowsEditing = NO;
cameraUI.delegate = delegate;
// 3 - Display image picker
[controller presentViewController: cameraUI animated: YES completion:nil];
return YES;
}
-(void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info {
NSString *mediaType = [info objectForKey: UIImagePickerControllerMediaType];
[self dismissViewControllerAnimated:NO completion:nil];
// Handle a movie capture
if (CFStringCompare ((__bridge_retained CFStringRef) mediaType, kUTTypeMovie, 0) == kCFCompareEqualTo) {
NSString *moviePath = [[info objectForKey:UIImagePickerControllerMediaURL] path];
if (UIVideoAtPathIsCompatibleWithSavedPhotosAlbum(moviePath)) {
UISaveVideoAtPathToSavedPhotosAlbum(moviePath, self,
#selector(video:didFinishSavingWithError:contextInfo:), nil);
}
}
}
-(void)video:(NSString*)videoPath didFinishSavingWithError:(NSError*)error contextInfo:(void*)contextInfo {
if (error) {
UIAlertView *alert = [[UIAlertView alloc] initWithTitle:#"Error" message:#"Video Saving Failed"
delegate:nil cancelButtonTitle:#"OK" otherButtonTitles:nil];
[alert show];
} else {
UIAlertView *alert = [[UIAlertView alloc] initWithTitle:#"Video Saved" message:#"Saved To Photo Album"
delegate:self cancelButtonTitle:#"OK" otherButtonTitles:nil];
[alert show];
}
}
#end
Ok, here is the answer, finally.
https://stackoverflow.com/a/12570501/2133494
Basically I needed to add a category to my UIImagePickerController. I tried a lot of other fixes but this worked.
You have implemented the bool for autorotation, but did not specify if it does not auto rotate what else it should do. Try the following after autorotate method.
-(NSUInteger)supportedInterfaceOrientations
{
return UIInterfaceOrientationMaskLandscapeRight | UIInterfaceOrientationMaskLandscapeLeft | UIInterfaceOrientationMaskPortrait | UIInterfaceOrientationMaskPortraitUpsideDown;
}
Please remove any of the masks you don't need from the method above and see if this works for you.
I'm having a weird problem. When I run my app on simulator everything works fine but on device some codes are not responding anyway! I have a UIActionSheet which seems pretty good on Simulator, but on device it's not working at all. It even working on iPod:
Here is my code to show action sheet:
UIActionSheet *DeleteAction = [[UIActionSheet alloc] initWithTitle:#"Select Delete Option" delegate:self cancelButtonTitle:Nil destructiveButtonTitle:nil otherButtonTitles:nil, nil];
[DeleteAction addButtonWithTitle:#"A"];
[DeleteAction addButtonWithTitle:#"B"];
[DeleteAction showInView:self.view];
And I'm using this delegate for action sheet
-(void)actionSheet:(UIActionSheet *)actionSheet clickedButtonAtIndex:(NSInteger)buttonIndex{
if ([actionSheet buttonTitleAtIndex:buttonIndex] == #"A") {....}
if ([actionSheet buttonTitleAtIndex:buttonIndex] == #"B") {....}
}
I have used this code and working fine . Let me know Is it showing the Actionsheet or not
-(void)share {
UIActionSheet *popupQuery = [[UIActionSheet alloc] initWithTitle:#"" delegate:self cancelButtonTitle:#"cancel" destructiveButtonTitle:nil otherButtonTitles:#"Email this Info",#"Tweet this Info",#"Share On Facebook", nil];
popupQuery.actionSheetStyle = UIActionSheetStyleBlackOpaque;
[popupQuery showInView:self.view];
[popupQuery release];
}
-(void)actionSheet:(UIActionSheet *)actionSheet clickedButtonAtIndex:(NSInteger)buttonIndex {
if (buttonIndex == 0) {
[self emailinfo];
}
if (buttonIndex == 1) {
[self tweetinfo];
}
if (buttonIndex == 2) {
[self shareonfacebook];
}
if (buttonIndex == 3) {
}
}
problem solved .
if ([[actionSheet buttonTitleAtIndex:buttonIndex]isEqualToString: #"A"]) {....}
this worked for me.
I have written a tab based application in Xcode/RestKit and am attempting to use the RKReachabilityObserver to determine Internet connectivity on the device.
Ideally I'd like to have a single reachability variable throughout my application (if this is possible) but currently my implementation is as per the code below and does not work very well when replicated over my 4 tabs.
If anybody has any suggestions of a better way to do this, I'd really appreciate your comments.
View.h
#property (nonatomic, retain) RKReachabilityObserver *observer;
View.m
#interface AppViewController()
{
RKReachabilityObserver *_observer;
}
#property (nonatomic) BOOL networkIsAvailable;
#synthesize observer = _observer;
-(id)initWithCoder:(NSCoder *)aDecoder {
if ((self = [super initWithCoder:aDecoder])) {
self.observer = [[RKReachabilityObserver alloc] initWithHost:#"mydomain"];
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(reachabilityChanged:)
name:RKReachabilityDidChangeNotification
object:_observer];
}
return self;
}
- (void)viewDidLoad
{
[super viewDidLoad];
// determine network availability
if (! [_observer isReachabilityDetermined]) {
_networkIsAvailable = YES;
}
else
{
_networkIsAvailable = NO;
}
_text.returnKeyType = UIReturnKeyDone;
_text.delegate = self;
}
- (void)reachabilityChanged:(NSNotification *)notification {
RKReachabilityObserver* observer = (RKReachabilityObserver *) [notification object];
if ([observer isNetworkReachable]) {
if ([observer isConnectionRequired]) {
_networkIsAvailable = YES;
NSLog(#"Reachable");
return;
}
}
else
{
_networkIsAvailable = NO;
NSLog(#"Not reachable");
}
}
then anywhere in my view, I simply do....
if (_networkIsAvailable == YES)
{...
I have implemented this over multiple views (which seems to be causing the problem.
What is the suggested approach for a multiple-view application?
The [RKClient sharedClient] singleton already has a property for that (reachabilityObserver). Feel free to use that one.
if ([[[RKClient sharedClient] reachabilityObserver] isReachabilityDetermined] && [[RKClient sharedClient] isNetworkReachable]) {
....
}
You can also subscribe to RKReachabilityObserver notifications (if you want to take any action when reachability status changes)
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(reachabilityStatusChanged:)
name:RKReachabilityDidChangeNotification object:nil];
Here is some changes in RestKit 0.20 and later.
The code of reachability block should looks like:
RKObjectManager *manager = [RKObjectManager managerWithBaseURL:[RemoteTools serverUrl]];
[manager.HTTPClient setReachabilityStatusChangeBlock:^(AFNetworkReachabilityStatus status) {
if (status == AFNetworkReachabilityStatusNotReachable) {
UIAlertView *alert = [[UIAlertView alloc] initWithTitle:#"No network connection"
message:#"You must be connected to the internet to use this app."
delegate:nil
cancelButtonTitle:#"OK"
otherButtonTitles:nil];
[alert show];
}
}];
I am trying to create a simple framework with a nib that has a button on it which can be customized (selector wise and title wise.) for this, i did the following:
I added a property:
#property (nonatomic,retain) NSButton*accessoryButton;
and connected it to my outlet:
#synthesize accessoryButton = littleButton;
I then shared the instance as such:
+ (TestWindow *)sharedPanel
{
return sharedPanel ? sharedPanel : [[[self alloc] init] autorelease];
}
- (id)init
{
if (sharedPanel) {
[self dealloc];
} else {
sharedPanel = [super init];
}
return sharedPanel;
}
and load the nib:
if( !somewindow )
{
[NSBundle loadNibNamed: #"window" owner:nil];
}
[NSApp activateIgnoringOtherApps:YES];
[somewindow center];
[somewindow setLevel:NSModalPanelWindowLevel];
[somewindow makeKeyAndOrderFront:self];
When I however want to change the title for example from my sample project, it never works.
[TestWindow sharedPanel] setTitle:#"hi"]; //doesnt work
Here's my setTitle: method:
-(void)setTitle:(NSString *)buttonTitle
{
[[self accessoryButton] setTitle:buttonTitle];
[[self accessoryButton] display];
}
I don't get an error but nothing happens either. What am I missing?
Is the button nil at runtime? Are you sure your button's outlet is connected?
Does your init function get called when the NIB is loaded?