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  • The Raspberry Pi Now Has Its Own App Store

    - by Jason Fitzpatrick
    Raspberry Pi, the credit-card sized computer with an ARM processor, now has its own appstore where Raspberry Pi hobbyists and developers can share their creations in a one-stop location accessible to all Raspberry Pi users. In today’s press release about the store, the Raspberry Pi Foundation writes: We’ve been amazed by the variety of software that people have written for, or ported to, the Raspberry Pi. Today, together with our friends at IndieCity and Velocix, we’re launching the Pi Store to make it easier for developers of all ages to share their games, applications, tools and tutorials with the rest of the community. The Pi Store will, we hope, become a one-stop shop for all your Raspberry Pi needs; it’s also an easier way into the Raspberry Pi experience for total beginners, who will find everything they need to get going in one place, for free. The store runs as an X application under Raspbian, and allows users to download content, and to upload their own content for moderation and release. At launch, we have 23 free titles in the store, ranging from utilities like LibreOffice and Asterisk to classic games like Freeciv and OpenTTD and Raspberry Pi exclusive Iridium Rising. We also have one piece of commercial content: the excellent Storm in a Teacup from Cobra Mobile. For more information about the store, including how to install the app store on your Pi, check out the full press release here. To get started browsing the store, hit up the link below. Secure Yourself by Using Two-Step Verification on These 16 Web Services How to Fix a Stuck Pixel on an LCD Monitor How to Factory Reset Your Android Phone or Tablet When It Won’t Boot

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  • The model to sell apps on App Store is better with a paid only version?

    - by ????
    Rob Napier, the author of iOS 5 Programming Pushing the Limits, mentioned there are several models of selling apps on the App Store: Write an app and sell it Publish a free and a full version Ad supported by third party or by iAd In App purchase Surprisingly, the author said that the most workable model is (1) in terms of sales. I would think that (2) with fairly limiting ability for the free version can bring more sales, as people without trying, might not plunge down $0.99 or $1.99 for something they haven't tried? I for one, might not have purchased Angry Birds if I didn't try their free version first. Also, I think it also depends on the situation: if the app is about alarm clock, and there are already 5 alarm clocks in App Store that are free, then your app that is $0.99 might not be that eagerly purchased. If yours is also free, and users really like it out of all the other ones, then they may think, $0.99 is nothing to get a good alarm clock, and gladly pay you the $0.99 in exchange for a full version of the alarm clock, something that they can't get with the free version. (such as the full version can let you choose a song from your Music Library for the alarm). Could (1) work only if the user definitely want it and have no substitute? How might it work the best?

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  • How to Re-install an App that Shows up in the Appstore as 'Update' Instead of 'Buy App'

    - by Craig Reville
    So long story short: I dropped the wrong app into 'clean my mac' and I hit 'cancel' but it was too late by that point. I rebooted and appstore said it had an update, when I opened appstore it was showing an update for the app I just uninstalled. I tried clicking 'update' but it gives me an error saying it's unable to install after 'downloading'. When I try to go into 'purchased apps' it shows the app as uninstalled so I click 'install' and I get an error saying it's already installed. I'm running Lion OS X, latest version, updated, mac book pro is only a few months old. I tried searching through the entire system to remove all traces of the app, after rebooting appstore no longer shows the app and no longer shows the update but on the apps page it still says 'Update'. I tried reinstalling the app from desktop OUT of the appstore and again says the app is 'already installed'. So after reading more about lion I found an article that spoke about 'BundleID' being the thing that tells appstore what's installed and needing updating however I can't find the location of where the BundleID would be. Any thoughts? I've tried CCleaner, AppCleaner etc and none of them show the app, mainly because it is uninstalled. Update I've spoken to Apple Support who confirmed that there is a file in the system that connects separately to tell the system if there are updates available however they declined to inform me of any further details. Apple also referred me from technical support to iTunes App Store opposed to Mac App Store support and from there I have been referred to AppleCare who are currently 'investigating' this issue. Hopefully there will be a fix that's simple to implement for people having similar issues, this appears to be a more common issue than I previously thought.

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  • Integrate Cognos Mobile for iPad to other iOS apps [closed]

    - by Gerardo Contijoch
    I'm developing an iPad application that will have integration with IBM Cognos in the near future. As part of that integration I have a very special requirement: It should be possible to open my application from Cognos Mobile app (the native app). Common sense tells me it's not possible to do that, since Cognos Mobile is a closed application, but it wouldn't hut to ask anyway. Is it possible to do that? What about the other way around? iOS uses URL Schemas to open apps from other apps, but as far as I know Cognos Mobile doesn't register any Url Schema to interact with it. Thank you!

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  • Shooter in iOS and a visible Aim line before shooting

    - by London2423
    I have to questions. I am trying to develop a game that is iOS but I did it first in my computer so I can tested there. I was able to must of it for PC but I am having a very hard time with iOS port The problem I do have is that I don't know how to shout in iOS. To be more specific how to line render in iOS This is the script I use in my computer using UnityEngine; using System.Collections; public class NewBehaviourScript : MonoBehaviour { LineRenderer line; void Start () { line = gameObject.GetComponent<LineRenderer>(); line.enabled = false; } void Update () { if (Input.GetButtonDown ("Fire1")) { StopCoroutine ("FireLaser"); StartCoroutine ("FireLaser"); } } IEnumerator FireLaser () { line.enabled = true; while (Input.GetButton("Fire1")) { Ray ray = new Ray(transform.position, transform.forward); RaycastHit hit; line.SetPosition (0, ray.origin); if (Physics.Raycast (ray, out hit,100)) { line.SetPosition(1,hit.point); if (hit.rigidbody) { hit.rigidbody.AddForceAtPosition(transform.forward * 5, hit.point); } } else line.SetPosition (1, ray.GetPoint (100)); yield return null; } line.enabled = false; { } } } Which part I have to change for iOS? I already did in the iOS the touch giu event so my player move around in the xcode/Iphone but I need some help with the shouting part. The second part of the question is where I do have to insert or change the script in order to first aim and I DO see the line of aim and then shout. Now the player can only shout. It can not aim at the gameobject, see the the line coming out of the gun aiming at the object and then shout? How I can do that. Everyone tell me Line render but that's what i did Thank you

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  • Dynamic libraries are not allowed on iOS but what about this?

    - by tapirath
    I'm currently using LuaJIT and its FFI interface to call C functions from LUA scripts. What FFI does is to look at dynamic libraries' exported symbols and let the developer use it directly form LUA. Kind of like Python ctypes. Obviously using dynamic libraries is not permitted in iOS for security reasons. So in order to come up with a solution I found the following snippet. /* (c) 2012 +++ Filip Stoklas, aka FipS, http://www.4FipS.com +++ THIS CODE IS FREE - LICENSED UNDER THE MIT LICENSE ARTICLE URL: http://forums.4fips.com/viewtopic.php?f=3&t=589 */ extern "C" { #include <lua.h> #include <lualib.h> #include <lauxlib.h> } // extern "C" #include <cassert> // Please note that despite the fact that we build this code as a regular // executable (exe), we still use __declspec(dllexport) to export // symbols. Without doing that FFI wouldn't be able to locate them! extern "C" __declspec(dllexport) void __cdecl hello_from_lua(const char *msg) { printf("A message from LUA: %s\n", msg); } const char *lua_code = "local ffi = require('ffi') \n" "ffi.cdef[[ \n" "const char * hello_from_lua(const char *); \n" // matches the C prototype "]] \n" "ffi.C.hello_from_lua('Hello from LUA!') \n" // do actual C call ; int main() { lua_State *lua = luaL_newstate(); assert(lua); luaL_openlibs(lua); const int status = luaL_dostring(lua, lua_code); if(status) printf("Couldn't execute LUA code: %s\n", lua_tostring(lua, -1)); lua_close(lua); return 0; } // output: // A message from LUA: Hello from LUA! Basically, instead of using a dynamic library, the symbols are exported directly inside the executable file. The question is: is this permitted by Apple? Thanks.

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  • White view when launch iOS app in simulator

    - by user820511
    I have been working for 4 months on an app, its pretty complex and works fine. Now suddenly, I added a new class and did some changes to the MainWindow.xib with all my views there and now I just get a plain white view when I launch it with simulator. I even stripped it down completely to nothing but the appdelegate and one simple plain view with a button. So basically I've got an app with nothing but an appDelegate managing a tabBar, launching with one simple view, no frameworks no nothing and I still get a white app. There must be an option somewhere that I must have activated for the running of app in simulator but I can't figure it out. Thank you

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  • iOS Efficiency File Saving Efficiency

    - by Guvvy Aba
    I was working on my iOS app and my goal is to save a file that I am receiving from the internet bit by bit. My current setup is that I have a NSMutableData object and I add a bit of data to it as I receive my file. After the last "packet" is received, I write the NSData to a file and the process is complete. I'm kind of worried that this isn't the ideal way to do it because of the limitations of RAM in a mobile device and it would be problematic to receive large files. My next thought was to implement a NSFileHandle so that as the file arrives, it would be saved to the disk, rather than the virtual memory. In terms of speed and efficiency, which method do you think will work decently on an iOS device. I am currently using the first, NSMutableData approach. Is it worth changing my app to use the NSFileHandle? Thanks in advance, Guvvy

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  • Looking for how-to use UIGraphicsSetPDFContextURLForRect on iOS or Cocoa

    - by user1676332
    I'm playing to manipulate PDF on iOS (display but also and mostly generation). I wish to embed rectangular areas which act as "external" links (URLs like http://host.tld/path/file). Do you know where I can find an example(s) of how to use the UIGraphicsSetPDFContextURLForRect function? I find absolutly nothing on Internet. If I understand well, the only requirement is that the current graphic context should be PDF "type" and I think I respect this since, upstream, I call UIGraphicsPushContext why my PDF context as parameter (this was anyway required for methods like drawAtPoint: that I use also with success). I do not think it is important but just in case I specify that this DOES NOT take place in the drawRect: of a View subclass. You're quite right to say me unequivocally that I have "all wrong". The graphical environment is so sophisticated and rich in iOS that I assume to have not assimilated more than 1 or 2% for now. Thank you in advance.

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  • presentViewController or presentModalViewController not supporting orientation in iOS 6

    - by Prateek
    I am new to this technology. I am using this code if ([self respondsToSelector:@selector(presentViewController:animated:completion:)]) { [self presentViewController:navigationControllerCustom animated:YES completion:nil]; } else { [self presentModalViewController:navigationControllerCustom animated:YES]; } My application has two orientation Portrait and Portrait upside down. This code works well with iOS 5.1, but orientation does not work on iOS 6 I have also added this code on my navigationControllerCustom class - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { return (interfaceOrientation == UIInterfaceOrientationPortrait || interfaceOrientation == UIInterfaceOrientationPortraitUpsideDown); } -(NSUInteger)supportedInterfaceOrientations { return (UIInterfaceOrientationMaskPortrait | UIInterfaceOrientationMaskPortraitUpsideDown); } Please help me to solve this issue. Thanks in advance.

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  • IOS where to put the configuration of facebook sdk

    - by Carol Smith
    I am trying to integrated my IOS 7 application with Facebook SDK I following this official tutorial https://developers.facebook.com/docs/ios/getting-started which states Configure the .plist Follow these three steps: Create a key called FacebookAppID with a string value, and add the app ID there. Create a key called FacebookDisplayName with a string value, and add the Display Name you configured in the App Dashboard. Create an array key called URL types with a single array sub-item called URL Schemes. Give this a single item with your app ID prefixed with fb. This is used to ensure the application will receive the callback URL of the web-based OAuth flow. The finished .plist should look something like this: My question is where to put these values? They already put this image, maybe it helps you to answer me Edit The problem that I don't have any plist file in my framework in xcode and I can't add a new one because if i did, I would have to add all the variables that you see in the image but the tutorial just stated about some of them

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  • iOS and Infrared

    - by Mustafa
    Is it possible to communicate with an Infrared device (USB Infrared, TV, Mobile Phone, etc) using iOS (iPhone or iPad)? Well, i know it's possible, since there are many remote/universal remote applications in the AppStore. I basically want to know how? What are the limitations and requirements? What kind of additional hardware is required? If it's available in the market? Which protocols should i know about? Which iOS libraries can help me in the process. Can anyone point me in the right direction. Thanks.

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  • Facebook iOS SDK Share Dialog - Sharing on a Friend's Wall

    - by JPK
    Is it possible to use the Facebook iOS SDK Share Dialog to share on a Friend's Wall? I know that it is possible to do this using the Feed Dialog, but that provides the user with a less than optimal experience, and seems to be discouraged by Facebook. It would be fantastic if we could configure the Share Dialog to share with one particular friend. Additionally, is there a way to share with a friend privately (such that it would be sent to Messages)? I have researched pretty extensively and it seems like there is not a way to do either of these things using the iOS SDK - I would just like to confirm that I am not missing something.

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  • passing parameter to view in IOS after a button is pressed

    - by ghostrider
    I am new to IOS programming. So far I have been programming in android. So in android when pressing a button code for passing an argument would be like that: Intent i = new Intent(MainScreen.this,OtherScreen.class); Bundle b = new Bundle(); b.putString("data_1",data); i.putExtras(b); startActivity(i); and on the activity that opens, i would write something like this: Bundle b = getIntent().getExtras(); ski_center=b.getString("data_1"); what methods should I need to change in MainScreen and in OtherScreen in IOS to achieve the above. Basically I will have 3 buttons lets say in my MainScreen and each of it will open the Otherview but each time a different parameter will be passed. Foe example for each button i have code like these in MainScreen.m @synthesize fl; -(IBAction) ifl:(id) sender { } So I need your help in where to place the "missing" code, too.

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  • ios App Disclaimer

    - by Max
    I am writing an application for iPhone and had some questions regarding eula :- If I do not include any disclaimer/ eula in my app, then would Apple's standard EULA http://www.apple.com/legal/internet-services/itunes/appstore/dev/stdeula/ automatically apply to my app ? If I include a small disclaimer inside my application (as a popup on initial screen), then would Apple's EULA still cover my app ? I tried downloading few apps on my ipad and did not see Apple's standard EULA. So, where can I actually see the EULA before downloading something ?

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  • App stays in splash screen in iOS 7.0.3

    - by Sathish
    Recently in iOS 7.0.3, my app stays in the splash screen and was not going into the app at all. If i kill the app, and launch it again it opens up without any issues. Can anyone help me on this issue?. I think the application -didFinishLaunchingWithOptions was not returning yes. Note: I have a lot of stuffs like deleting database, initializing a dozen of buttons in appdelegate's *init* function. I know that it is a bad practice to have things in init but since its been there for more than 4 years and was working fine with previous OS versions i didn't find a good reason to change it. Also this issue is not happening all the time. My app size is 40 MB. Thanks in advance...

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  • configuration in IOS MDM

    - by PhuongMaruko
    I'm reading some docs about MDM. According to "Moile device management protocol" document, server can set config for managed devices by installing profile files onto devices. Things that can config in that file are described in https://developer.apple.com/library/ios/featuredarticles/iphoneconfigurationprofileref/Introduction/Introduction.html. My Questions are: if server install 2 profiles that have different config for the same thing, what will happen? "Moile device management protocol" documents also mention about "Managed App Configuration and Feedback". So what is different between the previous config file with this function of server. Is "Managed App Configuration and Feedback" just for specific app, not for the whole device as profile files. which fields can be config via "Managed App Configuration and Feedback" of MDM? Thank all!

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  • Query SQL Server Database from native iOS Application

    - by mbm30075
    I am working on an in-house, iOS app that will need read-only access to a SQL Server with multiple databases. I know the stock answer here is "write some web services", but I'd like a solution that is self-contained. Is there any way to directly connect to a SQL Server database from an iOS application? I'm thinking something like a basic ODBC connection. I've seen a lot of users asking this question, but very few answers other than "write a web service." Is that really the only way?

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  • Ios development with design issues

    - by user3651999
    I don't know this question wether have been asked or not. But i research and found nothing.So my problem is i kinda new in IOS development. In android we can edit or customize design using UI and code(XML file). I prefer code.Does IOs have such file to edit/customize the design?Because I saw people always edit their design using the built-in UI rather than coding .I mean in design part not in function part.I would love using code any suggestion? Apperciate for any reply!

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  • Angry Bird Makers: Developers Love iOS Over Android To Make Money

    - by Gopinath
    These days web is buzzing with Apple iOS vs Google Android debates. Recently Fortune predicted that Android is going to explode in 2011 and it will surpass Apple’s iOS market share. Yes Android is set to spread its wings across all the devices – smartphones, TVs, set top boxes, in car entertainment devices, what not. Think of any device that requires operating system, Android can be used. On the other than iOS is only available on very selective Apple devices – iPods, iPhones and iPads. When it comes to the count of devices running on a specific OS, Android will be far ahead of iOS but when you consider a quality of devices and providing an eco system for business to make money iOS seems to be the winner. That is what experts and analysts are saysing. Here is an excerpt from Peter Vesterbacka, maker of the popular Angry Birds game, interview to Tech N Marketing site.  He says Apple will be the number one platform for a long time from a developer perspective, they have gotten so many things right. And they know what they are doing and they call the shots. Android is growing, but it’s also growing complexity at the same time. Device fragmentation not the issue, but rather the fragmentation of the ecosystem. So many different shops, so many different models. The carriers messing with the experience again. Open but not really open, a very Google centric ecosystem. And paid content just doesn’t work on Android. Peter says developer prefer iOS over Android as it’s not very easy to make money on Android market. That’s why they released a free version of Angry Birds game with ads support for Android devices. Free is the way to go with Android. Nobody has been successful selling content on Android. We will offer a way to remove the ads by paying for the app, but we don’t expect that to be a huge revenue stream. You can read full interview here. cc image credit: flickr/johanl This article titled,Angry Bird Makers: Developers Love iOS Over Android To Make Money, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • Correct use of VAO's in OpenGL ES2 for iOS?

    - by sak
    I'm migrating to OpenGL ES2 for one of my iOS projects, and I'm having trouble to get any geometry to render successfully. Here's where I'm setting up the VAO rendering: void bindVAO(int vertexCount, struct Vertex* vertexData, GLushort* indexData, GLuint* vaoId, GLuint* indexId){ //generate the VAO & bind glGenVertexArraysOES(1, vaoId); glBindVertexArrayOES(*vaoId); GLuint positionBufferId; //generate the VBO & bind glGenBuffers(1, &positionBufferId); glBindBuffer(GL_ARRAY_BUFFER, positionBufferId); //populate the buffer data glBufferData(GL_ARRAY_BUFFER, vertexCount, vertexData, GL_STATIC_DRAW); //size of verte position GLsizei posTypeSize = sizeof(kPositionVertexType); glVertexAttribPointer(kVertexPositionAttributeLocation, kVertexSize, kPositionVertexTypeEnum, GL_FALSE, sizeof(struct Vertex), (void*)offsetof(struct Vertex, position)); glEnableVertexAttribArray(kVertexPositionAttributeLocation); //create & bind index information glGenBuffers(1, indexId); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, *indexId); glBufferData(GL_ELEMENT_ARRAY_BUFFER, vertexCount, indexData, GL_STATIC_DRAW); //restore default state glBindVertexArrayOES(0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0); } And here's the rendering step: //bind the frame buffer for drawing glBindFramebuffer(GL_FRAMEBUFFER, outputFrameBuffer); glClear(GL_COLOR_BUFFER_BIT); //use the shader program glUseProgram(program); glClearColor(0.4, 0.5, 0.6, 0.5); float aspect = fabsf(320.0 / 480.0); GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f); GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.0f); GLKMatrix4 mvpMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix); //glUniformMatrix4fv(projectionMatrixUniformLocation, 1, GL_FALSE, projectionMatrix.m); glUniformMatrix4fv(modelViewMatrixUniformLocation, 1, GL_FALSE, mvpMatrix.m); glBindVertexArrayOES(vaoId); glDrawElements(GL_TRIANGLE_FAN, kVertexCount, GL_FLOAT, &indexId); //bind the color buffer glBindRenderbuffer(GL_RENDERBUFFER, colorRenderBuffer); [context presentRenderbuffer:GL_RENDERBUFFER]; The screen is rendering the color passed to glClearColor correctly, but not the shape passed into bindVAO. Is my VAO being built correctly? Thanks!

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  • How to use App.Xaml's ResourseDictionaries with own entry point

    - by Polaris
    Hello friends. I created some logic for singleInstance application and I must to use my own entry point (not App.xaml) for Application. I have some styles in App.xaml which now is not working. How can I use this ResourceDictionaries from my App.xaml for entire project in my situation? My class for manage Application Startup public class SingleInstanceManager : WindowsFormsApplicationBase { App app; public SingleInstanceManager() { this.IsSingleInstance = true; } protected override bool OnStartup(Microsoft.VisualBasic.ApplicationServices.StartupEventArgs e) { try { // First time app is launched app = new App(); App.Current.Properties["rcID"] = e.CommandLine; //IntroLibrary.OpenDocumentFromNotify(); app.Run(); return false; } catch (Exception ex) { MessageBox.Show(ex.Message); return false; } } protected override void OnStartupNextInstance(StartupNextInstanceEventArgs eventArgs) { // Subsequent launches base.OnStartupNextInstance(eventArgs); Intro win = (Intro)app.MainWindow; if (eventArgs != null) { App.Current.Properties["rcID"] = eventArgs.CommandLine[0]; } IntroLibrary.OpenDocumentFromNotify(); app.Activate(); } } and my own Entry Point: public class EntryPoint { [STAThread] public static void Main(string[] args) { SingleInstanceManager manager = new SingleInstanceManager(); manager.Run(args); } } And my App.Xaml code behind: public partial class App : Application { protected override void OnStartup(System.Windows.StartupEventArgs e) { base.OnStartup(e); // Create and show the application's main window Intro window = new Intro(); window.Show(); } public void Activate() { // Reactivate application's main window this.MainWindow.Activate(); } } And my App.xaml has some code which decribe ResourceDictionaries which doesnt work. Why?

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  • Does my use of the strategy pattern violate the fundamental MVC pattern in iOS?

    - by Goodsquirrel
    I'm about to use the 'strategy' pattern in my iOS app, but feel like my approach violates the somehow fundamental MVC pattern. My app is displaying visual "stories", and a Story consists (i.e. has @properties) of one Photo and one or more VisualEvent objects to represent e.g. animated circles or moving arrows on the photo. Each VisualEvent object therefore has a eventType @property, that might be e.g. kEventTypeCircle or kEventTypeArrow. All events have things in common, like a startTime @property, but differ in the way they are being drawn on the StoryPlayerView. Currently I'm trying to follow the MVC pattern and have a StoryPlayer object (my controller) that knows about both the model objects (like Story and all kinds of visual events) and the view object StoryPlayerView. To chose the right drawing code for each of the different visual event types, my StoryPlayer is using a switch statement. @implementation StoryPlayer // (...) - (void)showVisualEvent:(VisualEvent *)event onStoryPlayerView:storyPlayerView { switch (event.eventType) { case kEventTypeCircle: [self showCircleEvent:event onStoryPlayerView:storyPlayerView]; break; case kEventTypeArrow: [self showArrowDrawingEvent:event onStoryPlayerView:storyPlayerView]; break; // (...) } But switch statements for type checking are bad design, aren't they? According to Uncle Bob they lead to tight coupling and can and should almost always be replaced by polymorphism. Having read about the "Strategy"-Pattern in Head First Design Patterns, I felt this was a great way to get rid of my switch statement. So I changed the design like this: All specialized visual event types are now subclasses of an abstract VisualEvent class that has a showOnStoryPlayerView: method. @interface VisualEvent : NSObject - (void)showOnStoryPlayerView:(StoryPlayerView *)storyPlayerView; // abstract Each and every concrete subclass implements a concrete specialized version of this drawing behavior method. @implementation CircleVisualEvent - (void)showOnStoryPlayerView:(StoryPlayerView *)storyPlayerView { [storyPlayerView drawCircleAtPoint:self.position color:self.color lineWidth:self.lineWidth radius:self.radius]; } The StoryPlayer now simply calls the same method on all types of events. @implementation StoryPlayer - (void)showVisualEvent:(VisualEvent *)event onStoryPlayerView:storyPlayerView { [event showOnStoryPlayerView:storyPlayerView]; } The result seems to be great: I got rid of the switch statement, and if I ever have to add new types of VisualEvents in the future, I simply create new subclasses of VisualEvent. And I won't have to change anything in StoryPlayer. But of cause this approach violates the MVC pattern since now my model has to know about and depend on my view! Now my controller talks to my model and my model talks to the view calling methods on StoryPlayerView like drawCircleAtPoint:color:lineWidth:radius:. But this kind of calls should be controller code not model code, right?? Seems to me like I made things worse. I'm confused! Am I completely missing the point of the strategy pattern? Is there a better way to get rid of the switch statement without breaking model-view separation?

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  • ASP.NET Universal Providers (System.Web.Providers)

    - by shiju
    Microsoft Web Platform and Tools (WPT)  team has announced the release of ASP.NET Universal Providers that allows you to use Session, Membership, Roles and Profile providers along with all editions of SQL Server 2005 and later. This support includes Sql Server Express, Sql Server CE and Sql Azure.ASP.NET Universal Providers is available as a NuGet package and the following command will install the package via NuGet. PM> Install-Package System.Web.Providers The support for Sql Azure will help the Azure developers to easily migrate their ASP.NET applications to Azure platform. System.Web.Providers.DefaultMembershipProvider is the equivalent name for the current SqlMembershipProvider and you can put right connectionstring name in the configuration and it will work with any version of Sql Server based on the copnnection string. System.Web.Providers.DefaultProfileProvider is the equivalent provider name for existing System.Web.Profile.SqlProfileProvider and  System.Web.Providers.DefaultRoleProvider is the equivalent provider name for the existing System.Web.Security.SqlRoleProvider.

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  • TechEd 2012 Closing Party at Universal&rsquo;s Island of Adventure

    - by Jeff Julian
    Awesome news!  The TechEd 2012 Closing Party is at Universal’s Island of Adventure theme park this year.  The party is on Thursday, which give you a reason not to leave the conference early and actually catch some of the repeat sessions that you missed from crowds.  I am really excited to check out the Harry Potter area of the park, I have heard great things.  John and I will be making a presence again at TechEd, stay tuned for more details.   Links: Universal’s Official Site Brandy Pepper’s Announcement Post TechEd 2012 Session Catalog TechEd 2012 Website

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