Errata for Core Animation for OS X and the iPhone
We try to keep our books accurate, but sometimes mistakes creep
in. This page lists the errors submitted by our astute readers.
If you've found a new error, please
submit it.
The latest version of the book is B7.0,
released 5 days ago.
If you've bought a PDF of the book and would like to upgrade
it to this version (for free), visit your
home page.
| PDF |
Paper |
Description |
Found in |
Fixed in |
| 16 |
|
#32618: The suggested code change won't compile, because targetFramePosition is never declared. Also, it's a tad easier to edit by adding [mover animator] in each case of the if statement, even if it's less tidy.--Roderick Mann #32618: The suggested code change won't compile, because targetFramePosition is never declared. Also, it's a tad easier to edit by adding [mover anima ...more...
|
B7.0
|
|
| 24 |
|
#32369: First paragraph of section 3.1, last sentence reads "... and exactly the length of time we want it to have that value."
This makes it sound as if the change to the property is temporary, and it will be set back to the original value after some elapsed time. It may be more clear to say something like "..and exactly the length of time over which that property is applied" or something which indicates that you arrive at the specified value at the end of the time period.
--Jason Foreman #32369: First paragraph of section 3.1, last sentence reads "... and exactly the length of time we want it to have that value."
This makes it sound ...more...
|
B6.0
|
|
| 34 |
|
#32448: In GroupAnimationView.m, in function "keyDown", we setoff a group animation by typing 'g', which triggers:
"[[mover animator] setFrameRotation:[mover frameRotation]];"
i've found that if you press 'g' again in the middle of the animation, it restarts (expected) however when it finishes the frame then resets it's rotation to whatever angle it was as when that second 'g' was pressed, because [mover frameRotation] wasn't zero at the time the second 'g' was pressed. at that point your frame is stuck sideways until you changing it by hitting 'g' twice again, but still it's hard to get it back to the starting point with out quitting and relaunching. hitting 'g' to kick it off again then moves it back to 0.0 in a choppy way, and re-animates from 0.0 to 45.0, then back, then back to whatever angle you were at when you hit the second 'g'.
if you swap [mover frameRotation] with just 0.0f you avoid this behavior. --Clint Shryock #32448: In GroupAnimationView.m, in function "keyDown", we setoff a group animation by typing 'g', which triggers:
"[[mover animator] setFrameRotati ...more...
|
B6.0
|
|
| 46 |
|
#32465: file AnimationTiming/CustomAnimationTiming/MyView.m
function moveAnimation in the pdf has the CABasicAnimation object called "moveAnimation" however source code supplied calls it "fadeAnimation". source also does not have "moveAnimation.duration = 2.0f;" (or fadeAnimation.duration for that matter)
without setting the duration the animation is terribly choppy, can't visualize the animation going on the curve. adding it in makes it very obvious.--Clint Shryock #32465: file AnimationTiming/CustomAnimationTiming/MyView.m
function moveAnimation in the pdf has the CABasicAnimation object called "moveAnimation" ...more...
|
B6.0
|
|
| 98 |
|
#32528: method - (void)mouseDown isn't found in code downloaded from website. Furthermore, even if added the method will not work unless the photolayer is named "photo" in the setup method.--Carlos A. Weber, M.D. #32528: method - (void)mouseDown isn't found in code downloaded from website. Furthermore, even if added the method will not work unless the photolaye ...more...
|
B6.0
|
|
| 123up |
|
#32446: Figures 9.3 - 9.7 have some "fuzzy" text. It seems some of the text is actually bitmap-text (e.g. "CALayer (image1)" looks fuzzy)--Michael Kussmaul
|
B6.0
|
|