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		<title>cocos2d for iPhone &#187; Topic: Device&#039;s touch events stops responding</title>
		<link>http://www.cocos2d-iphone.org/forum/topic/961</link>
		<description>A fast, easy to use, free, and community supported 2D game engine</description>
		<language>en-US</language>
		<pubDate>Fri, 10 Feb 2012 01:27:21 +0000</pubDate>
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			<title><![CDATA[Search]]></title>
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			<name>q</name>
			<link>http://www.cocos2d-iphone.org/forum/search.php</link>
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		<item>
			<title>ecosoft on "Device&#039;s touch events stops responding"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/961#post-5888</link>
			<pubDate>Wed, 29 Jul 2009 10:30:52 +0000</pubDate>
			<dc:creator>ecosoft</dc:creator>
			<guid isPermaLink="false">5888@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Thank you, riq :)<br />
It works now - It didn't work with 0.004f, but it works with 0.03f (with the FastDirector).
</p></description>
		</item>
		<item>
			<title>riq on "Device&#039;s touch events stops responding"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/961#post-5877</link>
			<pubDate>Wed, 29 Jul 2009 09:22:06 +0000</pubDate>
			<dc:creator>riq</dc:creator>
			<guid isPermaLink="false">5877@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>the tip's from the last post are only valid for the <code>FastDirector</code>.</p>
<p>could you try with <code>FastDirector</code> and the<br />
<code>while(CFRunLoopRunInMode(kCFRunLoopDefaultMode, 0.004f, FALSE) == kCFRunLoopRunHandledSource);</code> tip ?</p>
<p>also, if you loose events with 0.004f, try with other values.
</p></description>
		</item>
		<item>
			<title>ecosoft on "Device&#039;s touch events stops responding"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/961#post-5876</link>
			<pubDate>Wed, 29 Jul 2009 09:16:23 +0000</pubDate>
			<dc:creator>ecosoft</dc:creator>
			<guid isPermaLink="false">5876@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Thanks a lot.</p>
<p>I've tried the tips in that link ( [[Director sharedDirector] setAnimationInterval:1/240.0];, while(CFRunLoopRunInMode(kCFRunLoopDefaultMode, 0.004f, FALSE) == kCFRunLoopRunHandledSource); ) and played with those values - but still unsuccessfully.</p>
<p>Only the few first touch events responds.</p>
<p>Any other ideas, please?
</p></description>
		</item>
		<item>
			<title>riq on "Device&#039;s touch events stops responding"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/961#post-5867</link>
			<pubDate>Wed, 29 Jul 2009 08:39:14 +0000</pubDate>
			<dc:creator>riq</dc:creator>
			<guid isPermaLink="false">5867@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>please, read this post too:<br />
<a href="http://www.cocos2d-iphone.org/forum/topic/640" rel="nofollow">http://www.cocos2d-iphone.org/forum/topic/640</a></p>
<p>it contains some tips regarding the "missing" touches.
</p></description>
		</item>
		<item>
			<title>ecosoft on "Device&#039;s touch events stops responding"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/961#post-5866</link>
			<pubDate>Wed, 29 Jul 2009 08:39:11 +0000</pubDate>
			<dc:creator>ecosoft</dc:creator>
			<guid isPermaLink="false">5866@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>No, I'm using a normal Director.<br />
I've tried using the FastDirector too, but it didn't work, so I've dropped it.
</p></description>
		</item>
		<item>
			<title>riq on "Device&#039;s touch events stops responding"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/961#post-5865</link>
			<pubDate>Wed, 29 Jul 2009 08:35:28 +0000</pubDate>
			<dc:creator>riq</dc:creator>
			<guid isPermaLink="false">5865@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>are you using FastDirector ?
</p></description>
		</item>
		<item>
			<title>ecosoft on "Device&#039;s touch events stops responding"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/961#post-5864</link>
			<pubDate>Wed, 29 Jul 2009 08:01:37 +0000</pubDate>
			<dc:creator>ecosoft</dc:creator>
			<guid isPermaLink="false">5864@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hello again,</p>
<p>If anyone can give me a sample code that works both on the simulator and on the device, it can be really helpful.</p>
<p>Thanks,<br />
Keren
</p></description>
		</item>
		<item>
			<title>ecosoft on "Device&#039;s touch events stops responding"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/961#post-5762</link>
			<pubDate>Tue, 28 Jul 2009 17:21:37 +0000</pubDate>
			<dc:creator>ecosoft</dc:creator>
			<guid isPermaLink="false">5762@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hello,</p>
<p>I have a layer with 2 menu items, and a sprite that's being dragged over the screen (using ccTouchesBegan, ccTouchesMoved and ccTouchesEnded).</p>
<p>It's all working good on the simulator, but on the device - the menu items can be pressed many times (and it works...), but after very few touch events on the sprite - all the touch events stops responding, including the menu items.</p>
<p>I'm using cocos2d version 0.73, 2.2.1 SDK on the device, 2.2.1 and 3.0 on the simulator.</p>
<p>I've seen many posts about it, and tried every suggestion (use only replaceScene(), add - while (CFRunLoopRunInMode(kCFRunLoopDefaultMode, 0, YES) == kCFRunLoopRunHandledSource) {}; - to various places around the main loop, removing the menu items...) - but nothing worked.</p>
<p>I've also upgraded to the cocos2d 0.8 version, but it didn't worked with it too, so I've downgraded back to 0.73.</p>
<p>Any ideas for making it works?..</p>
<p>Thanks,<br />
Keren
</p></description>
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