According to the UIGestureRecognizer class reference, under Usage Special Considerations you actually do need to do an additional respondsToSelector check after checking if the class exists This is directly from the documentation: To determine whether a class is available at runtime in a given iOS release, you typically check whether the class is nil. Unfortunately, this test is not cleanly accurate for UIGestureRecognizer. Although this class was publicly available starting with iOS 3.2, it was in development a short period prior to that.
Although the class exists in an earlier release, use of it and other gesture-recognizer classes are not supported in that earlier release. You should not attempt to use instances of those classes To determine at runtime whether you can use gesture recognizers in your application, test whether the class exists and, if it does, allocate an instance and see check if it responds to the selector locationInView:. This method was not added to the class until iOS 3.2.The code might look like the following: UIGestureRecognizer *gestureRecognizer = UIGestureRecognizer alloc initWithTarget:self action:@selector(myAction:); if (!gestureRecognizer respondsToSelector:@selector(locationInView:)) { gestureRecognizer release; gestureRecognizer = nil; } // do something else if gestureRecognizer is nil.
According to the UIGestureRecognizer class reference, under "Usage Special Considerations", you actually do need to do an additional respondsToSelector check after checking if the class exists. This is directly from the documentation: To determine whether a class is available at runtime in a given iOS release, you typically check whether the class is nil. Unfortunately, this test is not cleanly accurate for UIGestureRecognizer.
Although this class was publicly available starting with iOS 3.2, it was in development a short period prior to that. Although the class exists in an earlier release, use of it and other gesture-recognizer classes are not supported in that earlier release. You should not attempt to use instances of those classes.To determine at runtime whether you can use gesture recognizers in your application, test whether the class exists and, if it does, allocate an instance and see check if it responds to the selector locationInView:.
This method was not added to the class until iOS 3.2. The code might look like the following: UIGestureRecognizer *gestureRecognizer = UIGestureRecognizer alloc initWithTarget:self action:@selector(myAction:); if (!gestureRecognizer respondsToSelector:@selector(locationInView:)) { gestureRecognizer release; gestureRecognizer = nil; } // do something else if gestureRecognizer is nil.
The problem is, that if I set waitForSomething to NO during a gesture, the next event is UIGestureRecognizerStateChanged. I'd like to move to using UIGestureRecognizer in my Apps. For this reason I'd like to ditch TouchBegan/TouchEnded event's from my views.
I have 2 GestureRecognizers that when triggered at the same need to trigger an animation.
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