The bounds of an UIView is the rectangle, expressed as a location (x,y) and size (width,height) relative to its own coordinate system (0,0).
The frame of an UIView is the rectangle, expressed as a location (x,y) and size (width,height) relative to the superview it is contained within.
So, imagine a view that has a size of 100x100 (width x height) positioned at 25,25 (x,y) of its superview. The following code prints out this view's bounds and frame:
// This method is in the view controller of the superview
- (void)viewDidLoad {
[super viewDidLoad];
NSLog(@"bounds.origin.x: %f", label.bounds.origin.x);
NSLog(@"bounds.origin.y: %f", label.bounds.origin.y);
NSLog(@"bounds.size.width: %f", label.bounds.size.width);
NSLog(@"bounds.size.height: %f", label.bounds.size.height);
NSLog(@"frame.origin.x: %f", label.frame.origin.x);
NSLog(@"frame.origin.y: %f", label.frame.origin.y);
NSLog(@"frame.size.width: %f", label.frame.size.width);
NSLog(@"frame.size.height: %f", label.frame.size.height);
}
And the output of this code is:
bounds.origin.x: 0
bounds.origin.y: 0
bounds.size.width: 100
bounds.size.height: 100
frame.origin.x: 25
frame.origin.y: 25
frame.size.width: 100
frame.size.height: 100
So, we can see that in both cases, the width and the height of the view is the same regardless of whether we are looking at the bounds or frame. What is different is the x,y positioning of the view. In the case of the bounds, the x and y coordinates are at 0,0 as these coordinates are relative to the view itself. However, the frame x and y coordinates are relative to the position of the view within the parent view (which earlier we said was at 25,25).
There is also a great presentation that covers UIViews. See slides 1-20 which not only explain the difference between frames and bounds but also show visual examples.
public static Stream GenerateStreamFromString(string s)
{
var stream = new MemoryStream();
var writer = new StreamWriter(stream);
writer.Write(s);
writer.Flush();
stream.Position = 0;
return stream;
}
Don't forget to use Using:
using (var stream = GenerateStreamFromString("a,b \n c,d"))
{
// ... Do stuff to stream
}
About the StreamWriter
not being disposed. StreamWriter
is just a wrapper around the base stream, and doesn't use any resources that need to be disposed. The Dispose
method will close the underlying Stream
that StreamWriter
is writing to. In this case that is the MemoryStream
we want to return.
In .NET 4.5 there is now an overload for StreamWriter
that keeps the underlying stream open after the writer is disposed of, but this code does the same thing and works with other versions of .NET too.
See Is there any way to close a StreamWriter without closing its BaseStream?
Best Solution
One way is using the CoreAudio DefaultOutputUnit.
You can configure it with parameters such as output sampling rate, resolution, and output sample format. Then you can programmatically create a raw sound wave and provide this to the output unit.
Take a look at this example on your machine at /Developer/Examples/CoreAudio/SimpleSDK/DefaultOutputUnit/
Which uses the default output unit to play a programmatically rendered sine wave. Using that as a starting point and you can write a routine to render any thing else to output.
This location at /Developer/Examples/CoreAudio/ also contains tons of other core audio examples.