Search Results

Search found 16527 results on 662 pages for 'andy iphone'.

Page 126/662 | < Previous Page | 122 123 124 125 126 127 128 129 130 131 132 133  | Next Page >

  • iphone mkmapview

    - by karthik
    Hi, This is karthik. I am developing an app using mapview in iphone. I have to use two different pins to show user locations. That two users are different type . One user is belong to some category and another one is some other category. I have to check that category and want to plot pin depend upon that category. When I try to do that, that pin is not showing properly. For a certain category it shows another pin, not what i set there. Can anyone help me? What i need is i want to load two different pins in map depend upon some category. For example , if that category is shopping mall then i have to show building image then if there is any garden i have to show some other image at a same time not one by one . I want to plot two pins with different category at the same time. For that,what could i do? I tried lot of solution , but its not showing properly. Help me?

    Read the article

  • How would you design a question/answer view (iPhone SDK)

    - by Aurélien Vallée
    I'm new to iPhone development, and I have a question on how to create a view for my application. The view should display a problem (using formatted/syntax highlighted text), and multiple possible answers. The user should be able to click on an answer to validate it. Currently, I am trying to use a UITableView embedding UIWebView as contentView. That allows me to display formatted text easily. The problem is that it is a real pain to compute and adjust the height of the cells. I have to preload the webview, call sizeToFit, get its height, and update the cell accordingly. This process should be done for the problem and the answers (as they are HTML formatted text too). It's such a pain that I am planning to switch to something else. I thought using only a big UIWebView and design everything in HTML. But I looked at some articles describing how to communicate between the HTML page and the ObjectiveC code. This seems to involve some awful tricks too... So... that's it, I don't really know what I should do. I guess some of you dealt with such things before, and would provide some greatly appreciated tips :)

    Read the article

  • Rotating an object in OpenGL ES for iPhone [translate to origin --> rotate --> translate back is not

    - by ayanonagon
    I recently started working with OpenGL ES for the iPhone, and I am having a bit of trouble with it. I want to be able to rotate an object with your fingers. My problem is that I have my object placed at (0, 0, -3), and I would like to rotate it about its center. I know that I need to translate back to the origin, rotate, and then bring it back to the original place. I think I am facing a problem because I am using a matrix to keep track (?) of all of my rotations/translation/scaling etc, and I think it may be combining the operations in a way that order is not even considered (so the two translations would cancel each other). I just started learning OpenGL a day ago and am a complete newbie, so my assumption may be wrong. Here is the part of the in drawView that I am having trouble with: GLfloat matrix[16]; glGetFloatv(GL_MODELVIEW_MATRIX, matrix); glLoadIdentity(); glTranslatef(0, 0, 3); // bring to origin glRotatef(self.angle, self.dy, self.dx, 0); // rotate glTranslatef(0, 0, -3); // put it back in place glMultMatrixf(matrix); // save the transformations performed Help would be much appreciated, thank you!

    Read the article

  • Looping HTML5 audio on the iPhone

    - by Peeps
    I'm trying to make a HTML5 webapp that simply plays a sound over and over and over again, on my iPhone. I don't know any Obj-C to do it natively. What I have works fine, but the sound only plays once: <!DOCTYPE html> <html> <head> <title>noisemaker!</title> <meta http-equiv="content-type" content="text/html; charset=utf-8" /> <meta name="viewport" content="maximum-scale=1, minimum-scale=1, width=device-width, user-scalable=no" /> <meta name="apple-mobile-web-app-capable" content="yes" /> </head> <body> <audio src="noise.mp3" autoplay controls loop></audio> </body> </html> Is there a way to either bypass the QuickTime audio screen and loop it in the webpage, or get the QuickTime audio screen to loop the sound?

    Read the article

  • iPhone: variable type returned by yajl

    - by Luc
    Hello, I'm quite new to iphone programming and I want to do the following stuff: get data from a JSON REST web server parse the received data using YAJL Draw a graph with those data using core-plot So, 1th item is fine, I use ASIHttpRequest which runs as espected 3rd is almost fine (I still have to learn how to tune core-plot). The problem I have is regarding 2nd item. I use YAJL as it seems to be the faster parser, so why not give it a try :) Here is the part of code that gets the data from the server and parse them: // Get server data response_data = [request responseData]; // Parse JSON received self.arrayFromData = [response_data yajl_JSON]; NSLog(@"Array from data: %@", self.arrayFromData); The parsing works quite well in fact, the NSLog output is something like: 2010-06-14 17:56:35.375 TEST_APP[3733:207] Array from data : { data = ( { val = 1317; date = "2010-06-10T15:50:01+02:00"; }, { val = 1573; date = "2010-06-10T16:20:01+02:00"; }, ........ { val = 840; date = "2010-06-11T14:50:01+02:00"; }, { val = 1265; date = "2010-06-11T15:20:01+02:00"; } ); from = "2010-06-10T15:50:01+02:00"; to = "2010-06-11T15:20:01+02:00"; max = "2590"; } According to th yajl-objc explanations http://github.com/gabriel/yajl-objc, the parsing returns a NSArray... The thing is... I do not know how to get all the values from it as for me it looks more like a NSDictionary than a NSArray... Could you please help ? Thanks a lot, Luc edit1: it happens that this object is actually a NSCFDictionary (!), I am still not able to get value from it, when I try the objectFromKey method (that should work on a Dictionary, no ?) it fails.

    Read the article

  • UITextField inside of UITableViewCell will not activate on iPad but works on iPhone

    - by cfihelp
    I have a UITextField inside a UITableViewCell. It will not activate on the iPad (but it works fine on the iPhone) no matter what I try. Tapping on it and telling it to become the firstResponder both fail. The odd thing is that if I take the exact same code and move it to another view controller in my app it executes just fine. This makes it seem as if there is likely a problem in the parent UITableViewController but I can't find anything obvious. I'm hoping that someone out there has experienced a similar problem and can point me in the right direction. Below is the sample code that works fine when I move it to a new project or put it in a new view controller launched immediately by my app delegate: // Customize the appearance of table view cells. - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *CellIdentifier = @"Cell"; UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier]; if (cell == nil) { cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:CellIdentifier] autorelease]; } if (indexPath.row == 0) { UITextField *nameText = [[UITextField alloc] initWithFrame:CGRectMake(5, 5, cell.contentView.frame.size.width, cell.contentView.frame.size.height)]; nameText.delegate = self; nameText.backgroundColor = [UIColor redColor]; [cell.contentView addSubview:nameText]; [nameText becomeFirstResponder]; [nameText release]; } // Configure the cell... return cell; } Help!

    Read the article

  • How to disable vertical bounce/scroll on iPhone in a mobile web application

    - by Kasper Skov
    As the title says, i need to disable vertical bounce on iphone on my mobile web form application. Ive tried alot of different things, but most of them disables my form or horizontal scroll and bounce as well. Any ideas? Im using jquery.mobile btw :) Update: I actually managed to get the code from the first answer working somewhat: function stopScrolling( touchEvent ) { touchEvent.preventDefault(); } document.addEventListener( 'touchstart' , stopScrolling , false ); document.addEventListener( 'touchmove' , stopScrolling , false ); The reason why I couldnt get it to work in the first place, was that there actually was some margin on my body (stupid me). But. As the layout is fluid and im using jquery.mobile and have <meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1"> in the header (I think) it doesnt work properly. The page is zoomed out (view from like a desktop browser) and zooming is disabled. Without the code, the page scales perfectly right from an 50" tv to the smallest nokia on the planet. Am I doing something wrong? Im starting to think the problem is caused by the body/content somehow being over 100% of the viewport. No idea how though.

    Read the article

  • Safari openwindow function behavior on iPad versus iPhone

    - by CodeLizard
    An identical javascript:openwindow call with a link to Google maps opens in Safari on the iPad but in the Google Maps App on the iPhone. Why the difference? <html> <head> </head> <body> <a title="View an area map for this property" href="javascript:openwindow ('http://maps.google.com/maps?f=q&source=s_q&hl=en&geocode=&q=1+Infinite+Loop, +Cupertino,+CA%E2%80%8E&sll=37.329389, -122.029696&sspn=0.015714,0.033023&ie=UTF8&hq=&hnear=1+Infinite+Loop, +Cupertino,+Santa+Clara, +California+95014&ll=37.331539, -122.030704&spn=0.007857,0.016512&z=17&ssa=1', 760, 500,'yes', 'yes')"> <font face="arial,helvetica" color="#000000" size="-1">Map It</font> </a> </body> <script> function openwindow(url,width,height,resizable,scrollbars,posx,posy) { if(posx==null)posx=20; if(posy==null)posy=20; now=new Date(); var x_offset=0; var y_offset=0; try { if(window.screen.left != undefined && window.screen.top != undefined) { x_offset=window.screen.left; y_offset=window.screen.top; } }catch(e){} var window_x=posx+x_offset; var window_y=posy+y_offset; new_window=window.open(url,now.getTime(),'width='+width+',height='+height+', resizable='+resizable+',scrollbars='+scrollbars+',top='+window_y+', left='+window_x+',screenX='+window_x+',screenY='+window_y); if(!new_window.opener) new_window.opener=self; try { new_window.focus(); }catch(e){} } </script> </html>

    Read the article

  • iPhone: Cell imageViews repeating when loaded from url

    - by araid
    I'm developing a demo RSS reader for iPhone. I obviously have a tableview to display the feeds, and then a detailed view. Some of this feeds have a thumbnail that I want to display on cell.imageview of the table, and some don't. The problem is that when scrolling the table, loaded thumbnails start repeating on other cells, and I end up with a thumbnail on every cell. Here's a piece of my code. I may upload screenshots later - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath{ UITableViewCell * cell = [tableView dequeueReusableCellWithIdentifier: @"rssItemCell"]; if(nil == cell){ cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleSubtitle reuseIdentifier:@"rssItemCell"]autorelease]; } BlogRss *item = [[[self rssParser]rssItems]objectAtIndex:indexPath.row]; cell.textLabel.text = [item title]; cell.detailTextLabel.text = [item description]; cell.accessoryType = UITableViewCellAccessoryDisclosureIndicator; // Thumbnail if exists if(noticia.imagePath != nil){ NSData* imageData; @try { imageData = [[NSData alloc]initWithContentsOfURL:[NSURL URLWithString:item.imagePath]]; } @catch (NSException * e) { //Some error while downloading data } @finally { item.image = [[UIImage alloc] initWithData:imageData]; [imageData release]; } } if(item.image != nil){ [[cell imageView] setImage:item.image]; } return cell; } Any help will be very appreciated.

    Read the article

  • Using SDK 3.2 API in Universal iPhone/iPad application

    - by psychotik
    I have a project configured (I think) to produce Universal binaries. The base SDK is set to 3.2 and the Deployment Target is set to 3.1. Target Device Family is iPhone/iPad and the architecture is armv6 armv7. I had a few questions about how this Universal binary thing really works: 1) When I want to submit an app binary for review, what configuration should I set as the build target? If I set it as "Device - 3.1" I get a warning which says "warning: building with Targeted Device Family" that includes iPad('1,2') requires building with the 3.2 or later SDK". However, if I build with SDK 3.2, will it still run on iPhones with OS 3.1? What's the right configuration for device and architecture (arm6/arm7)? 2) How do I test the scenario above (built with SDK 3.2, but installed on a device running OS 3.1)? If I build with SDK 3.2, when I try to install it on a phone with OS 3.1, I get an error saying that the phone's OS isn't updated. Thanks!

    Read the article

  • iPhone Twitter Integration: Validating login.

    - by Mr. McPepperNuts
    The following code posts to twitter: NSString *compoundLoginString = [NSString stringWithFormat:@"http://%@:%@@twitter.com/statuses/update.xml",extractedUsername, extractedPassword]; NSMutableURLRequest *request = [NSMutableURLRequest requestWithURL: [NSURL URLWithString:compoundLoginString] cachePolicy:NSURLRequestUseProtocolCachePolicy timeoutInterval:20.0]; // The text to post NSString *msg = tweetText; [request setHTTPMethod:@"POST"]; [request setHTTPBody:[[NSString stringWithFormat:@"status=%@", msg] dataUsingEncoding:NSASCIIStringEncoding]]; NSURLResponse *response; NSError *error; if ([NSURLConnection sendSynchronousRequest:request returningResponse:&response error:&error] != nil){ [self postSuccessfulAlert]; }else{ [self postNotSuccessfulAlert]; } I am curious as to how I could check if the username and password is correct before proceeding to the above piece of code. I found the following code in a tutorial, but am unsure how I would implement or call this function. - (void)connection:(NSURLConnection *)connection didReceiveAuthenticationChallenge:(NSURLAuthenticationChallenge *)challenge { if ([challenge previousFailureCount] == 0) { NSURLCredential *newCredential; newCredential=[NSURLCredential credentialWithUser:[self username] password:[self password] persistence:NSURLCredentialPersistenceNone]; [[challenge sender] useCredential:newCredential forAuthenticationChallenge:challenge]; } else { [[challenge sender] cancelAuthenticationChallenge:challenge]; // inform the user that the user name and password // in the preferences are incorrect NSLog(@"Invalid Username or Password"); } } Any ideas? Please note, I have taken snippets of code from both of the following tutorials. http://iphonedevelopertips.com/networking/post-to-a-twitter-account-from-the-iphone.html and http://icodeblog.com/2009/07/09/integrating-twitter-into-your-applications/

    Read the article

  • iPhone UI layout debugging

    - by Cruinh
    I have this chronic issue with iPhone UI development where views sometimes seem to appear on the screen in a location different than what is reported by their frame property. Here is what I am doing to try to debug the issue: UIView *currentView = self.view; while (currentView!=nil) { NSLog(@"frame: %f,%f,%f,%f", currentView.frame.origin.x, currentView.frame.origin.y, currentView.frame.size.width, currentView.frame.size.height); currentView = currentView.superview; } I expect this should show me the coordinates and size of each element up the hierarchy from the given view to the app's root UIWindow element, with the coordinates for each element relative to its parent. However, that does not seem to be the case. In my current situation, I have a UI I'm trying to debug where every other time I rotate the device, the whole UI shifts up or down 20 pixels, yet the code block above reports exactly the same numbers every time. I tried calling the above code after as much as a second delay, but that the numbers still come out the same each time. Does anyone know a better way to inspect the screen coordinates of UI elements? If I can detect when one is wrong, I can compensate for the problem when it appears.

    Read the article

  • Using HTML5 on iPhone - cannot pause

    - by Ariel
    Hey guys, I was wondering whether anyone has tried to use the new tag that comes with HTML5 on the iPhone. Specifically, I didn't manage to make the pause() command to work. Below is a portion of the page. As you can see, I'm trying to pause the video 10sec after it started. It works on Safari on a Mac btw. Has anyone managed to make this work? <head> <javascript language="JavaScript"> function timeUpdate() { var myVideo = document.getElementsByTagName('video')[0]; var time = myVideo.currentTime; if (time > 10) { myVideo.pause(); } } function addListeners() { var myVideo = document.getElementsByTagName('video')[0]; myVideo.addEventListener('timeupdate',timeUpdate,false); } </script> </head> <body onload="addListeners()"> <video controls src="resources/bb_poor_cinderella_512kb.mp4" poster="resources/background.png"> Video tag not supported! </video> </body> Thanks, Ariel

    Read the article

  • Building/Testing a Universal iPhone/iPad application

    - by psychotik
    I have a project configured (I think) to produce Universal binaries. The base SDK is set to 3.2 and the Deployment Target is set to 3.1. Target Device Family is iPhone/iPad and the architecture is armv6 armv7. I had a few questions about how this Universal binary thing really works: 1) When I want to submit an app binary for review, what configuration should I set as the build target? If I set it as "Device - 3.1" I get a warning which says "warning: building with Targeted Device Family" that includes iPad('1,2') requires building with the 3.2 or later SDK". However, if I build with SDK 3.2, will it still run on iPhones with OS 3.1? What's the right configuration for device and architecture (arm6/arm7)? 2) How do I test the scenario above (built with SDK 3.2, but installed on a device running OS 3.1)? If I build with SDK 3.2, when I try to install it on a phone with OS 3.1, I get an error saying that the phone's OS isn't updated. Thanks!

    Read the article

  • Socket Communication in iPhone

    - by Timmi
    I have many images in iPhone. I have to send this images to server using a socket communication. what all we need to do to send the images to server through socket. If i use this code i can send string. what all should i change in the code so that i can send image through socket. I am new to network programming so some please help me to find a solution CFWriteStreamRef writeStream = NULL; CFStringRef host = CFSTR("192.168.1.211"); UInt32 port = 8001; CFStreamCreatePairWithSocketToHost(kCFAllocatorDef ault, host, port, NULL, &writeStream); CFWriteStreamSetProperty(writeStream, kCFStreamPropertyShouldCloseNativeSocket, kCFBooleanTrue); if(!CFWriteStreamOpen(writeStream)) { NSLog(@"Error Opening Socket"); } else{ UInt8 buf[] = "Hi !!!"; int bytesWritten = CFWriteStreamWrite(writeStream, buf, strlen((char*)buf)); NSLog(@"Written: %d", bytesWritten); if (bytesWritten < 0) { CFStreamError error = CFWriteStreamGetError(writeStream); } } Thanks,

    Read the article

  • iPhone Core Data problem

    - by Junior B.
    This is my first project with Core Data, I followed the Event tutorial provided by Apple that helped me to understand the basic of core data in iPhone. But now, working over my project, I've a problem adding data into my database. When i create an object and set the data, if I try to get it back, the system returns me a strange sequence of characters. This is what i see in log if I try to log it: 2010-05-11 00:16:43.523 FG[2665:207] Package: ‡}00å 2010-05-11 00:16:43.525 FG[2665:207] Package: ‡}00å 2010-05-11 00:16:43.526 FG[2665:207] Package: ‡}00å 2010-05-11 00:16:43.527 FG[2665:207] Package: ‡}00å 2010-05-11 00:16:43.527 FG[2665:207] Package: ‡}00å 2010-05-11 00:16:43.527 FG[2665:207] Items: 5 What kind of problem could be this? Edit: This is the part of the code that generate the error: package = (Package *)[NSEntityDescription insertNewObjectForEntityForName:@"Package" inManagedObjectContext:moc]; theNodes = [doc nodesForXPath:@"//pack" error:&error]; for (CXMLElement *theElement in theNodes) { // Create a counter variable as type "int" int counter; // Loop through the children of the current node for(counter = 0; counter < [theElement childCount]; counter++) { if([[[theElement childAtIndex:counter] name] isEqualToString: @"id"]) [package setIdPackage:[[theElement childAtIndex:counter] stringValue]]; if([[[theElement childAtIndex:counter] name] isEqualToString: @"title"]) [package setPackageTitle:[[theElement childAtIndex:counter] stringValue]]; if([[[theElement childAtIndex:counter] name] isEqualToString: @"category"]) [package setCategory:[[theElement childAtIndex:counter] stringValue]]; if([[[theElement childAtIndex:counter] name] isEqualToString: @"lang"]) [package setLang:[[theElement childAtIndex:counter] stringValue]]; if([[[theElement childAtIndex:counter] name] isEqualToString: @"number"]) { NSNumberFormatter * f = [[NSNumberFormatter alloc] init]; [f setNumberStyle:NSNumberFormatterDecimalStyle]; NSNumber * myNumber = [f numberFromString:[[theElement childAtIndex:counter] stringValue]]; [f release]; [package setNumber:myNumber]; } } } NSLog([NSString stringWithFormat:@"=== %s ===\nID: %s\nCategory: %s\nLanguage: %s",[package packageTitle], [package idPackage] ,[package category],[package lang]]);

    Read the article

  • Drawing only part of a texture OpenGL ES iPhone

    - by Ben Reeves
    ..Continued on from my previous question I have a 320*480 RGB565 framebuffer which I wish to draw using OpenGL ES 1.0 on the iPhone. - (void)setupView { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, (int[4]){0, 0, 480, 320}); glEnable(GL_TEXTURE_2D); } // Updates the OpenGL view when the timer fires - (void)drawView { // Make sure that you are drawing to the current context [EAGLContext setCurrentContext:context]; //Get the 320*480 buffer const int8_t * frameBuf = [source getNextBuffer]; //Create enough storage for a 512x512 power of 2 texture int8_t lBuf[2*512*512]; memcpy (lBuf, frameBuf, 320*480*2); //Upload the texture glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 512, 512, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, lBuf); //Draw it glDrawTexiOES(0, 0, 1, 480, 320); [context presentRenderbuffer:GL_RENDERBUFFER_OES]; } If I produce the original texture in 512*512 the output is cropped incorrectly but other than that looks fine. However using the require output size of 320*480 everything is distorted and messed up. I'm pretty sure it's the way I'm copying the framebuffer into the new 512*512 buffer. I have tried this routine int8_t lBuf[512][512][2]; const char * frameDataP = frameData; for (int ii = 0; ii < 480; ++ii) { memcpy(lBuf[ii], frameDataP, 320); frameDataP += 320; } Which is better, but the width appears to be stretched and the height is messed up. Any help appreciated.

    Read the article

  • accessing parsed JSON on the iPhone SDK

    - by itai alter
    Hello All! I've been following the great tutorial about (iPhone, json and Flickr API and I did manage to access the parsed json info just fine. Now I'm trying to do the same thing with the Twitter API, and I am able to get the json info and parse it, but I can't seem to access it like in Flickr. I noticed that the json info that is retrieved from Twitter is a little different from Flickr. The Flickr json info starts straight with a curly braces ({), while the Twitter json info starts with a square bracket and then a curly braces ([{). I understand that it means it's an array inside the json info, but I don't know how to access it. In the Flickr example, I access the objects like so (the second line takes the number of pages Flickr has reported): NSDictionary *results = [jsonString JSONValue]; pagesString = [[results objectForKey:@"photos"] objectForKey:@"pages"]; but I can't seem to access the Twitter response in the same way... Does anyone know of a solution? (here's an example of the Twitter JSON response: api.twitter.com/1/statuses/public_timeline.json ) Thanks a bunch!

    Read the article

  • [iphone,twitter] Accessing the Twitter API through a proxy using NSURLConnectionsm, OAuth problem

    - by akaii
    I'm having no problems with sending an update directly via hxxps://api.twitter.com/, but the app (for the Iphone, I'm using NSURLConnections) I'm working is supposed to allow the user to select a preferred proxy (e.g. hxxps://twitter-proxy.appspot.com/api/ or hxxps://nest.onedd.net/api/), and I keep getting a 401 error (Failed to validate oauth signature and token) whenever I try to get an access token via these proxies. Even though I send my POST request to the proxy, I am still using the direct url for the api (https:// api.twitter.com/[rest api path]) in the base string. Despite the 401 error message above, the status code I'm actually getting from connection:didReceiveResponse: is 200, probably because it was able to successfully contact the proxy... Is there anything else that I need to consider when using a proxy to access the API? Should anything in the authorization header change, for example? Or the base string? I can manage to connect via Basic Auth without issue, but support for that will be dropped in a month. On a somewhat unrelated note... What are the possible causes of Twitter's error 403, and how do you distinguish between them? Is the only way to differentiate an error due to exceeding the status update limit for an hour (150 per hour) vs for a day (1000 per day) by checking the string reply returned in the response? Is there any way for me to simulate a status update limit error without going through the motions of actually sending 150/1000 tweets?

    Read the article

  • working with large sprite sheets on iphone

    - by lukya
    Hi All, I am trying to use sprite sheet animation in my application. The first POC with a small sprite sheet worked fine but as i change the sprite sheet to a bigger one, i get "check_safe_call: could not restore current frame" warning and the application quits. A quick search revealed that this problem meant my app is taking too much memory or the image is too huge in dimension. My image is 4.9 Mb and dimensions are 6720 * 10080 (oops!!). i read that iphone allows maximum 3 Mb image with dimensions up to 1024 * 1024. Also that the sprite sheet image dimensions should be a power of two. So please let me know how i can use a sprite sheet this big. One approach could be to cut the sprite sheet into many smaller sprite sheets and use them one at a time. Please suggest if you know any other/better approach to accommodate bigger sprite sheets and whether the problem with my sprite sheet is size (4.9 Mb) OR dimensions (6720 * 10080). (Just FYI, i am not trying to play a movie so using MP4 file instead is not an option for me. i need to animate the sprite sheet based on accelerometer input and i have been able to achieve that in my POC with smaller sprite sheet.) Thanks, Swapnil

    Read the article

  • My 3D object (opengl es) is disappearing behind the iPhone camera view

    - by KLC
    I have an augmented reality iPhone app that I am converting from Core Animation to OpenGL ES 1.1. I have added code that has been modified from the Apple OpenGL template. My problem is that my 3D object , when translating along the negative Z-axis (away from the user), appears to disappear into the camera view, until its completely gone. I have experimented with several solutions, but to no avail. What I have determined: Using the 3D icosahedron from Jeff Lamarche's blog here, the object starts it at 0,0,0 and then translates with decreasing z coordinates. By the time the z value reaches -2.0f, the object is gone. It appears as if it is disappearing behind the camera view. This is how I set my frustrum & viewport (unchanged from Apple's code) glMatrixMode(GL_PROJECTION); size = zNear * tanf(DEGREES_TO_RADIANS(fieldOfView) / 2.0); //Grab the size of the screen CGRect rect = self.bounds; glFrustumf(-size, size, -size / (rect.size.width / rect.size.height), size / (rect.size.width / rect.size.height), zNear, zFar); glViewport(0, 0, rect.size.width, rect.size.height); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); What I have tried: The camera view is the main view and several other views are added to it as subviews, including the openGLView. I have commented those views out for test purposes. I have applied CATransforms to move the openGLView in the z direction -500 and +500, and done the same to the camera view. I have also changed the zFar in the above code to 1.0f, and it still disappears at z position of -2.0, which doesn't make sense (shouldn't it disappear at z=1.0?) My experimentation has got me more confused than when I started ( which usually means I am missing a key piece, but I can't figure out what). Thanks for your help.

    Read the article

  • iphone crash log with dSym not loading debug information

    - by AngeDeLaMort
    Hello, I was trying to see why my application crashed on the device (iPhone) using the dSym generated along the executable (in ad hoc), but I don't know why, there isn't any useful information. It seems that "Organizer" is able to find the appropriate dSym and translate some data into more readable one, but when it comes to my application, I just have an address. Since I know how to reproduce it, I've tried to setup my build so it can help me in the future. So, I've tried to find if I had all the proper flags set int the project build properties and everything seems fine. So after doing some research, it seems that all information are stripped during link time and the dSym seems completely useless. I've played with some flags, but nothing changed. So, is there something special to do in order to get the crash file human readable? Or is it impossible in the ad hoc setting? The closest thing near to work that I've done was to build a debug version and look up the address in it. At least it seems to give the right file. So, I made a sample app and here what I have: (the line I want is #4): Thread 0 Crashed: 0 libobjc.A.dylib 0x00003ebc objc_msgSend + 20 1 UIKit 0x0005c970 -[UIView dealloc] + 60 2 UIKit 0x0005c840 -[UIImageView dealloc] + 76 3 CoreFoundation 0x0003963a -[NSObject release] + 28 4 MyApplication 0x000046a6 0x1000 + 13990 5 UIKit 0x00069750 -[UIViewController view] + 44 6 MyApplication 0x000053fa 0x1000 + 17402 The crash is made using 2 successive releases on an object. Thanks in advance.

    Read the article

  • Porting WebGL game to iPhone's native OpenGL?

    - by ArtPulse
    We are developing a web game that uses WebGL for the two biggest parts of it. Working with HTML / CSS was too slow and too limited, so it's off the table. Thing is, iOS does not support WebGL publicly just yet, only on iAd. It is my guess Apple will eventually support it once the security issues they and Microsoft claim it has are fixed, and looks stable enough. Problem is, if Apple does not do this by the release of the next mayor iOS version, then we will have in our hands a mobile WebGL game that does not run. 6 months of development and testing to waste. So, questions: If that was the case, how viable (regarding amount of time) is it porting the WebGL part of the game to native iPhone OpenGL? I'm afraid that porting will take longer than the development of the game itself. I saw posts on Stack Overflow (like this) that suggested, on Android, adding the OpenGL interface manually to a WebKit element. It'd be slower than native. But either way... Is this something that could be accepted in the AppStore? Apple is very restrictive with these kind of stuff... Thank you all for your time!

    Read the article

  • ZipArchive on the iPhone unzips files but they are empty

    - by user345131
    I'm trying to use ZipArchive on the iPhone to unzip a simple text file. It returns with no error but the file is empty. I would love to know why this doesn't work. I am using the following methods: -(void)alert:(NSString*)message { UIAlertView *myAlert = [[UIAlertView alloc] initWithTitle:@"" message:message delegate:self cancelButtonTitle:@"Ok" otherButtonTitles:nil, nil]; [myAlert show]; [myAlert release]; } -(void)unzip { NSString *sourcepath = [[NSBundle mainBundle] pathForResource:@"secret" ofType:@"zip"]; NSString*filename = @"secret.txt"; NSArray *docPaths =NSSearchPathForDirectoriesInDomains(NSDocumentDirectory,NSUserDomainMask, YES); NSString *destinationpath = [docPaths objectAtIndex: 0]; if (filename != nil ) destinationpath = [destinationpath stringByAppendingPathComponent: filename]; ZipArchive* za = [[ZipArchive alloc] init]; if( [za UnzipOpenFile:sourcepath Password:@""] ) { BOOL ret = [za UnzipFileTo:destinationpath overWrite:YES]; if( NO==ret ) [self alert:@"Problem"]; else [self alert:@"Success"]; [za UnzipCloseFile]; } [za release]; NSString *test = [[NSString alloc] initWithContentsOfFile:destinationpath encoding:NSASCIIStringEncoding error:nil]; [self alert:test]; }

    Read the article

  • iPhone View Switching basics.

    - by Daniel Granger
    I am just trying to get my head around simple view switching for the iPhone and have created a simple app to try and help me understand it. I have included the code from my root controller used to switch the views. My app has a single toolbar with three buttons on it each linking to one view. Here is my code to do this but I think there most be a more efficient way to achieve this? Is there a way to find out / remove the current displayed view instead of having to do the if statements to see if either has a superclass? I know I could use a tab bar to create a similar effect but I am just using this method to help me practice a few of the techniques. -(IBAction)switchToDataInput:(id)sender{ if (self.dataInputVC.view.superview == nil) { if (dataInputVC == nil) { dataInputVC = [[DataInputViewController alloc] initWithNibName:@"DataInput" bundle:nil]; } if (self.UIElementsVC.view.superview != nil) { [UIElementsVC.view removeFromSuperview]; } else if (self.totalsVC.view.superview != nil) { [totalsVC.view removeFromSuperview]; } [self.view insertSubview:dataInputVC.view atIndex:0]; } } -(IBAction)switchToUIElements:(id)sender{ if (self.UIElementsVC.view.superview == nil) { if (UIElementsVC == nil) { UIElementsVC = [[UIElementsViewController alloc] initWithNibName:@"UIElements" bundle:nil]; } if (self.dataInputVC.view.superview != nil) { [dataInputVC.view removeFromSuperview]; } else if (self.totalsVC.view.superview != nil) { [totalsVC.view removeFromSuperview]; } [self.view insertSubview:UIElementsVC.view atIndex:0]; } } -(IBAction)switchToTotals:(id)sender{ if (self.totalsVC.view.superview == nil) { if (totalsVC == nil) { totalsVC = [[TotalsViewController alloc] initWithNibName:@"Totals" bundle:nil]; } if (self.dataInputVC.view.superview != nil) { [dataInputVC.view removeFromSuperview]; } else if (self.UIElementsVC.view.superview != nil) { [UIElementsVC.view removeFromSuperview]; } [self.view insertSubview:totalsVC.view atIndex:0]; } }

    Read the article

< Previous Page | 122 123 124 125 126 127 128 129 130 131 132 133  | Next Page >