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  • pitchbend (varispeed) audio with iPhone SDK's AudioUnit

    - by fetzig
    hi, I'm trying to manipulate the speed (and pitch) of a sound while playing. so i played around with iphone sdk's AudioUnit. downloaded iPhoneMultichannelMixerTest and tried to add an AUComponent to the graph (in this case a formatconverter). but i get (pretty soon) following error when building: #import <AudioToolbox/AudioToolbox.h> #import <AudioUnit/AudioUnit.h> ... AUComponentDescription varispeed_desc(kAudioUnitType_FormatConverter, kAudioUnitSubType_Varispeed, kAudioUnitManufacturer_Apple); ^^ error: 'kAudioUnitSubType_Varispeed' was not declared in this scope. any ideas why? the documentation on this topic doesn't help me at all (just api doc isn't very helpful when having no clue about the concept behind). there are no examples on how to wire these effects together and manipulating there properties...so maybe i'm totally wrong, anyway any hint is great. thx for help.

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  • Get CALayers view

    - by eaigner
    Hi, is it somehow possible to get the nearest "container" NSView of a CALayer? My problem is I'm managing tracking areas in my "container" NSView, and those need to be updated if a layer is moved/added etc. and i would like to automate that somehow instead of calling my -updateTrackingAreas function manually. Regards, Erik

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  • rotate a plane around a diagonal

    - by compie
    I would like to rotate a plane, not around a single (X or Y) axis, but around the diagonal (45 degrees between X and Y). How do I calculate the Rx and Ry given the Rdiagonal? (Rdiagonal is the amount of rotation I would like to achieve around the diagonal axis).

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  • webOS style view switching on iPhone app

    - by Taylor Satula
    Hello, I have been working with a iPhone app that I would like to have switch views like the Palm Pre does for multitasking. I know the usual way of switching views by using the black bar at the bottom of the app but the app I am working on does not lend itself to having a big black bar in the way (see attached picture #1). I guess my question is, how do I shrink the current view (Current Location window) and show other views on the sides? (see attached picture #2) Then be able to swipe left and right to view other views. I have no idea how to do this and would be eternally grateful if someone could help me out with this. http://www.threepixeldrift.com/images/deep-storage/webOScardapp1.jpg http://www.threepixeldrift.com/images/deep-storage/webOScardapp2.jpg

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  • What is faster with PictureBox? Many small redraws or complete redraw.

    - by kornelijepetak
    I have a PictureBox (WinMobile 6 WinForm) on which I draw some images. There is a background image that goes in the background and it does not change. However objects that are drawn on the picturebox are moving during the application so I need to refresh the background. Since items that are redrawn fill from 50% to 80% of the surface, the question is which of the two is faster: 1) Redraw only parts of the background image that have been changed (previous+next location of the moving object). 2) Redraw complete background and then draw all the objects in their current position. Now, the reason for asking is because I am not sure how much of processor power is needed for a single drawImage operation and what are the time consuming factors. I am aware if there is almost complete coverage of the background, it would be stupid to redraw portions of it, because by drawing portions I will have drawn the complete picture. But since sometimes only half of the image had changed (some objects remained in their old position), it may (perhaps) be benefitial to redraw only those regions. But I need your insight on this... Thanks.

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  • CATransaction: Layer Changes But Does Not Animate

    - by macinjosh
    I'm trying to animate part of UI in an iPad app when the user taps a button. I have this code in my action method. It works in the sense that the UI changes how I expect but it does not animate the changes. It simply immediately changes. I must be missing something: - (IBAction)someAction:(id)sender { UIViewController *aViewController = <# Get an existing UIViewController #>; UIView *viewToAnimate = aViewController.view; CALayer *layerToAnimate = viewToAnimate.layer; [CATransaction begin]; [CATransaction setAnimationDuration:1.0f]; CATransform3D rotateTransform = CATransform3DMakeRotation(0.3, 0, 0, 1); CATransform3D scaleTransform = CATransform3DMakeScale(0.10, 0.10, 0.10); CATransform3D positionTransform = CATransform3DMakeTranslation(24, 423, 0); CATransform3D combinedTransform = CATransform3DConcat(rotateTransform, scaleTransform); combinedTransform = CATransform3DConcat(combinedTransform, positionTransform); layerToAnimate.transform = combinedTransform; [CATransaction commit]; // rest of method... } I've tried simplifying the animation to just change the opacity (for example) and it still will not animate. The opacity just changes instantly. That leads me to believe something is not setup properly. Any clues would be helpful!

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  • Handle row deletion in UITableViewController

    - by Kamchatka
    Hello, I hava a UINavigationController. The first level is a UITableViewController, the second level just shows details on one of the items of the table view. In this detail view, I can delete the item. It deletes the underlying managed object. When I pop back to the view, I have a crash. I understand why, it's because I didn't update the cached array that contains the data. I looked at several tutorials and I don't exactly understand how am I supposed to handle deletion. Maybe I don't understand exactly where I should fetch the objects in the model. Should I do a query for every cellForRowAtIndexPath and take the item in the result at position indexPath.row? It doesn't look efficient. Should I check for changes somewhere and recache the whole query in an array. I would think CoreData would provide something more natural but I couldn't find it so far. Thanks in advance.

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  • Simulating 3D 'cards' with just orthographic rendering

    - by meds
    I am rendering textured quads from an orthographic perspective and would like to simulate 'depth' by modifying UVs and the vertex positions of the quads four points (top left, top right, bottom left, bottom right). I've found if I make the top left and bottom right corners y position be the same I don't get a linear 'skew' but rather a warped one where the texture covering the top triangle (which makes up the quad) seems to get squashed while the bottom triangles texture looks normal. I can change UVs, any of the four points on the quad (but only in 2D space, it's orthographic projection anyway so 3D space won't matter much). So basically I'm trying to simulate perspective on a two dimensional quad in orthographic projection, any ideas? Is it even mathematically possible/feasible? ideally what I'd like is a situation where I can set an x/y rotation as well as a virtual z 'position' (which simulates z depth) through a function and see it internally calclate the positions/uvs to create the 3D effect. It seems like this should all be mathematical where a set of 2D transforms can be applied to each corner of the quad to simulate depth, I just don't know how to make it happen. I'd guess it requires trigonometry or something, I'm trying to crunch the math but not making much progress. here's what I mean: Top left is just the card, center is the card with a y rotation of X degrees and right most is a card with an x and y rotation of different degrees.

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  • animate rotation

    - by Mike
    I'm trying to animate a rotation using CATransform3DMakeRotation, but the problem is once the animation is finished, the image goes back to its initial position, i.e back to zero. But I'd like to keep it where it finished rotating. How would I do that? edit What I'm trying to do is to create the same compass which comes with the new iPhone. Basically the locationmanager gives me new headings every few seconds (or several per second). Using the new heading and the timestamp, I was trying to get a smooth animation of the image but not getting anywhere. The only thing which seems to work is applying the transform directly, e.g. compassimage.layer.transform = CATransform3DMakeRotation(newHeading.trueHeading *M_PI/180,0,0,1.0): but that's not animated...

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  • Animate the enabling of a UIBarButtonItem?

    - by Michael Brewer
    Is there a way to animate enabling or disabling a button? I've tried the following with no success. I'm guessing at this point that the enabled property cannot be animated like opacity can – but I hope I'm wrong. [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:1.0f]; theButton.enabled = YES; [UIView setAnimationDelegate:self]; [UIView commitAnimations]; I can't believe there isn't a setEnabled:(BOOL)enabled animated:(BOOL)animated method.

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  • Tinting iPhone application screen red

    - by btschumy
    I'm trying to place a red tint on all the screens of my iPhone application. I've experimented on a bitmap and found I get the effect I want by compositing a dark red color onto the screen image using Multiply (kCGBlendModeMultiply). So the question is how to efficiently do this in real time on the iPhone? One dumb way might be to grab a bitmap of the current screen, composite into the bitmap and then write the composited bitmap back to the screen. This seems like it would almost certainly be too slow. In addition, I need some way of knowing when part of the screen has been redrawn so I can update the tinting. I can almost get the effect I want by putting a red, translucent, fullscreen UIView above everything. That tints everything red within further intervention on my part, but the effect is much "muddier" than results from the composite. So do any wizards out there know of some mechanism I can use to automatically composite the red over the app in similar fashion to what the translucent red UIView does?

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  • predicate subquery to return items by matching tags

    - by user3411663
    I have a many-to-many relationship between two entities; Item and Tag. I'm trying to create a predicate to take the selectedItem and return a ranking of items based on how many similar tags they have. So far I've tried: NSPredicate *predicate = [NSPredicate predicateWithFormat:@"SUBQUERY(itemToTag, $item, $item in %@).@count > 0", selectedItem.itemToTag]; Any other iterations that have failed. It currently only returns the selectedItem in the list. I've found little on Subquery. Is there a guru out there that can help me refine this? Thanks in advance for the help!

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  • Asset tracking in "real-time" - how best to display in browser?

    - by mawg
    I am developing an asset tracking system, standard LAMP, and now am wondering how best to present the data to the user in the browser. I expect to track and most a few thousand items, and to refresh them every second or so. I want to draw a floorplan or map of the area and represent the assets the assets symbolically on that (with different symbols for different classes of assets). Additionally, the user should be able to click on an asset to interact with it, and search for a particular asset and centre the screen on it, draw a circle round it, etc http://graphite.wikidot.com/ Looks good - is there any alternative? At its simplest, I suppose I could just generate a JPEG and display it, using CSS to let me know if/where a user clicks ... but what's the "best" way to do it?

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  • How to handle alpha in a manual "Overlay" blend operation?

    - by quixoto
    I'm playing with some manual (walk-the-pixels) image processing, and I'm recreating the standard "overlay" blend. I'm looking at the "Photoshop math" macros here: http://www.nathanm.com/photoshop-blending-math/ (See also here for more readable version of Overlay) Both source images are in fairly standard RGBA (8 bits each) format, as is the destination. When both images are fully opaque (alpha is 1.0), the result is blended correctly as expected: But if my "blend" layer (the top image) has transparency in it, I'm a little flummoxed as to how to factor that alpha into the blending equation correctly. I expect it to work such that transparent pixels in the blend layer have no effect on the result, opaque pixels in the blend layer do the overlay blend as normal, and semitransparent blend layer pixels have some scaled effect on the result. Can someone explain to me the blend equations or the concept behind doing this? Bonus points if you can help me do it such that the resulting image has correctly premultiplied alpha (which only comes into play for pixels that are not opaque in both layers, I think.) Thanks! // factor in blendLayerA, (1-blendLayerA) somehow? resultR = ChannelBlend_Overlay(baseLayerR, blendLayerR); resultG = ChannelBlend_Overlay(baseLayerG, blendLayerG); resultB = ChannelBlend_Overlay(baseLayerB, blendLayerB); resultA = 1.0; // also, what should this be??

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  • How to implement escape Sequence in SDL

    - by Sa'me Smd
    Im trying to use the STL library inside the SDL. but it gives me the error "undeclared identifier" Is there any way i can use "\n"or even cout<<endl; Can the function SDL_WarpMousewhich places the mouse cursor on a desired location on screen help me with this. Because i want to put a tile on the next line sequence. I hope you get the Question. Its very vague and messed up question though (sorry for that). EDIT: void putMap(SDL_Surface* tile, SDL_Surface* screen) { for(int y = 0; y < 21; y++) { for(int x = 0; x < 60; x++) { if(maze[x][y] != '#') { apply_surface( x*10 , y*10 , tile, screen); } } cout<<endl; } } c:\documents and settings\administrator\my documents\visual studio 2008\projects\craptest\craptest\main.cpp(605) : error C2065: 'cout' : undeclared identifier c:\documents and settings\administrator\my documents\visual studio 2008\projects\craptest\craptest\main.cpp(605) : error C2065: 'endl' : undeclared identifier This is my apply_surface funtion. void apply_surface( int x, int y, SDL_Surface* source, SDL_Surface* destination ) { //Make a temporary rectangle to hold the offsets SDL_Rect offset; //Give the offsets to the rectangle offset.x = x; offset.y = y; //Blit the surface SDL_BlitSurface( source, NULL, destination, &offset ); }

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  • iPhone game audio and background music

    - by Boon
    Have a few questions related to adding sounds to my game, specifically intro music (for splash), background music (loop) and button event sounds. Hope you can share your knowledge on this. 1) Should I use compressed sounds or uncompressed sounds? Or perhaps a combination of the two? Are there any limitations on the iPhone hardware that I should be aware of -- for example, the ability to play multiple compressed sounds? 2) What's the best audio format for my purpose? 3) For background music, I am thinking of using AVAudioPlayer. For button event sounds, I am thinking of using AudioServicesPlaySystemSound, what do you think? 4) Any other issues I should be aware of? Thank you!

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  • Convet from line points to shape points

    - by VOX
    I have an array of points that make up a line. However I need to draw the line with the width of n pixels. How can I transform that points for lines to points for polygon (or a shape) so I can directly draw it on canvas. I'm developing two program at the same time, one is j2me and another is .NET CF. j2me doesn't support drawing lines with width. Please take a look at the picture. link text

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  • Simple sound effect loop using AudioToolKit

    - by Typeoneerror
    I've created a few sounds for use in my game. I can play them at certain events without issue: // create sounds CFBundleRef mainBundle; mainBundle = CFBundleGetMainBundle(); _soundFileShake = CFBundleCopyResourceURL(mainBundle, CFSTR("shake"), CFSTR("wav"), NULL); AudioServicesCreateSystemSoundID(_soundFileShake, &_soundIdShake); // later... AudioServicesPlaySystemSound(_soundIdShake); The game has a mechanism which allows you to shake the device to activate some functionality. I've got the shaking code done so I get get a "shaking started" and "shaking ended" message to my game. What I need to have happen is start playing "shave.wav" when shaking starts and loop it until it stops. Is there a way to do this with AudioToolbox/AudioServices? How could I do this if not?

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  • NSFetchedResultsController doesn't fetch up the child-parent moc chain?

    - by Kronusdark
    I cannot find any clarification on this, so it may be a bug. Problem is, I have a series of parent-child Managed Object Context's. When I save on a child context the changes get pushed up to the parent, and I can fetch using a plain old NSFetchRequest. However, if I rely on an NSFetchedResultsController to pull these changes into a sibling context to the first, they do not see them. calling -(void)performFetch: error; doesn't seem to pull the changes either. After a restart of the app, all new data is available. My hypothesis is that NSFetchedResultsController only fetches from its current context and will not follow the chain to the persistent store. Can someone please set me straight here? Am I going to have to use notifications to monitor changes on other contexts? and finally, is this mentioned somewhere in the doc's? I cannot find it for the life of me.

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  • When should a uniform be used in shader programming?

    - by Phineas
    In a vertex shader, I calculate a vector using only uniforms. Therefore, the outcome of this calculation is the same for all instantiations of the vertex shader. Should I just do this calculation on the CPU and upload it as a uniform? What if I have ten such calculations? If I upload a lot of uniforms in this way, does CPU-GPU communication ever get so slow that recomputing such values in the vertex shader is actually faster?

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  • How to smooth the edge of a zig-zag line?

    - by Horace Ho
    Currently I draw a zig-zap line by CGContextMoveToPoint, CGContextAddLineToPoint, and CGContextStrokePath, following touchesMoved events. How can I smooth the edges of the line? Such that when the user draw a circle-like shape, the circle can be more round'ed. The GLPaint example use OpenGL, is that the only way to do it?

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  • CALayer and Off-Screen Rendering

    - by Luke Mcneice
    I have a Paging UIScrollView with a contentSize large enough to hold a number of small UIScrollViews for zooming, The viewForZoomingInScrollView is a viewController that holds a CALayer for drawing a PDF page onto. This allows me to navigate through a PDF much like the ibooks PDF reader. The code that draws the PDF (Tiled Layers) is located in: - (void)drawLayer:(CALayer *)layer inContext:(CGContextRef)ctx; And simply adding a 'page' to the visible screen calls this method automatically. When I change page there is some delay before all the tiles are drawn, even though the object (page) has already been created. What i want to be able to do is render the next page before the user scrolls to it, thus preventing the visible tiling effect. However, i have found that if the layer is located offscreen adding it to the scrollview doesn't call the drawLayer. Any Ideas/common gotchas here? I have tried: [viewController.view.layer setNeedsLayout]; [viewController.view.layer setNeedsDisplay]; NB: The fact that this is replicating the ibooks functionally is irrelevant within the context of the full app.

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