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  • Adding a self-signed certificate to iphone Simulator?

    - by jr
    I have a self-signed certificate at the endpoint of my API. I'm trying to test some things using the simulator but am getting "untrusted server certificate". I have tried to use safari on the simulator to download the .crt file, but that doesn't seem to work. Where does iPhone Simulator get its keychain from? How can I add a trusted certificate so my application will work? UPDATE I got it to work by creating a CA and then adding a CA certificate using the iPhone provisioning tool. Then I was able to have a certificate signed by that CA certificate on the API server and the NSConnection just worked. I was not able to get it to work using a self-signed certificate for some reason. I need to re-attempt this using the provisioning software. My real question is how do I get this to work on the simulator? I would think that the simulator uses the keychain of the actual computer.

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  • iPhone SDK: Get GPS coordinates from Google Maps

    - by RaYell
    In an iPhone application I'm developing I need to get GPS coordinates to perform some actions based on the values received. Users should have two possibilities of giving the location: automatically from iPhone build-in GPS by finding a specific point on a map (Google Maps) I know how to user CLLocationManager to get current position coordinates and I know how to add Google Maps using JS API. What I would like to know if how can I get coordinates for a specific point on a map that user clicks. Is that possible with UIWebView or is there any other way of getting the values I need?

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  • Grid view in iPhone SDK

    - by Jack
    Hi, I would like to create a grid view in my iPhone app similar to that shown in the iPad photos app. I know that the iPhone 3.2 SDK is under NDA, but is there a library or framework available for adding this kind of functionality (non-SDK). Ideally I would like to eventually develop an iPad version of the app, where the grid would be 3 items wide in portrait and 4 in landscape, however for the time being I would like 2 items wide in portrait and 3 wide in landscape. The only way I can think of doing this is by subclassing UITableView and having a custom cell that creates the 2 or 3 items. This however seems messy and I am sure that there is a better way. A typical item will have a picture, label and button - nothing too complicated. Thanks

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  • Getting list of bluetooth devices nearby on iphone sdk

    - by Michael Cindric
    Hi Guys, I need to be able to search for all bluetooth devices nearby and just get there ids. I don't need to pair at all. I am using iphone 2.3 beta. Is this possible l have tried using GameKit and no luck does anyone know how to do this. BOOL result = NO; if (!session) { session = [[GKSession alloc] initWithSessionID:@"SCANNER" displayName:nil sessionMode:GKSessionModePeer]; self.session.delegate = self; [self.session setDataReceiveHandler:self withContext:nil]; self.session.available = YES; result = YES; } it dies on [self.session setDataReceiveHandler:self withContext:nil]; with the following error Scanner[42754:207] Error: 30500 -- Invalid parameter for -setDataReceiveHandler:withContext:. then ~ DNSServiceRegister callback: Ref=471fa40, Flags=2, ErrorType=0 name=00rusor1A..iPhone Simulator regtype=_q1eu29voete9jf._udp. domain=local.

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  • Can't get iPhone device token

    - by d.andreykiv
    Hi. I'm trying to get iPhone device token using following code - (void)applicationDidFinishLaunching:(UIApplication *)application { // Override point for customization after app launch [window addSubview:viewController.view]; [window makeKeyAndVisible]; NSLog(@"Registering for push notifications..."); [application registerForRemoteNotificationTypes:UIRemoteNotificationTypeBadge|UIRemoteNotificationTypeAlert]; } - (void)application:(UIApplication *)application didRegisterForRemoteNotificationsWithDeviceToken:(NSData *)newDeviceToken { NSLog(@"Registered!@@"); } - (void)application:(UIApplication *)application didFailToRegisterForRemoteNotificationsWithError:(NSError *)error { NSLog(@"application:didFailToRegisterForRemoteNotificationsWithError: %@", error); if ([error code] != 3010) // 3010 is for the iPhone Simulator { // show some alert or otherwise handle the failure to register. } } but only getting "2010-04-02 18:23:35.434 Untitled[3133:207] Registering for push notifications..." What I was doing wrong?

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  • GameKit and GKPeerPicker on 1st Gen iPhone and iPod Touch

    - by Reese McLean
    This is my current set up for my multiplayer game: A view that gives connection tips and warns the user that multiplayer will not work on the 1st Gen iPhone or ipod Touch. There is a "connect" button that pushes the game view and starts the GKPeerPicker. Unfortunately, I don't have a 1st Gen iPhone or iPod Touch to test what happens if they press the connect button. The view will be pushed, but I don't know what will happen when the PeerPicker tries to show. So the Question(s): Is there anyway to tell if the user will not be able to use GameKit so that I can disable the "connect" button? What will happen if they do press the connect button and GameKit is not available?

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  • iPhone: launch image for tab app?

    - by Karsten Silz
    I have a tab-based iPhone app where I want to increase the perceived start-up speed with a launch image. As defined by the iPhone HIG, the launch image is a screenshot of your app (called Default.png) that is displayed immediately and looks very similar to the app's first screen (e.g., the screenshot of an empty table when the app displays a table first). Now the problem with a tab-based app is that users can rearrange the order of tabs so that any of the tabs may be the first tab to show upon launch. I think I read somewhere that you can't change the Default.png programmatically in your app, but I couldn't find that in the HIG (and the "Clock" app seems to do exactly that - having one launch image per tab). So, how do provide a launch image for a tab-based app?

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  • iphone settings disappear

    - by cagreen
    I have created an app which uses Application Settings and user defaults following the example in the book "Beginning iPhone Development". In some cases my settings seem to disappear. If I launch the simulator I can go into settings and see it, I can then open my app and my settings can be read from within the app. If I then leave my app and go back into the settings screen I can no longer see the settings for my app! I'm new to iPhone dev, is there something obvious that I'm overlooking? Thanks.

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  • Facebook Source path issue in iPhone

    - by Arun Thakkar
    Hello everyone!! Hope You all are fie and also in one of your best of moods!! I need your help to solve an issue with Facebook. I have integrate Facebook Connect with my iPhone app. So as per step i have to write path of src folder into 'Header path info' Field in Project Build. I have given the absolute path to 'Header path info' Field. and its run fine without any Error.. But, Now When i Move the project folder to another destination, its but obvious, that path of src folder will change… So Now after moving file, when i run an application, It gives path error. So is there any way to solve this path issue? this comes when i run an app in simulator, and i guess It also won't run in iPhone because of problem of path of src folder. Kindly accept my Apologize if i have written anything wrong.. Looking Forwards, Thanks, Arun Thakkar

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  • What are the Build Settings for a Universal iPhone and iPad Application

    - by McPragma
    What would be the settings to build and have accepted an universal app for both the iPad and iPhone? That is, what would be the settings in Project X Info Build for Architectures [ARCHS] ("Standard(armv6)" or "Optimized(armv6 armv7)" or other) Valid Architectures [VALID_ARCHS] ("armv6 armv7" or other) Build Active Architecture Only (checked or unchecked) and what would we select in the dropdown (Device - 3.2|Distribution|armv?) ? We're either getting warnings at build time that we haven't built for armv7, or the app upload is rejected on account of "The binary you uploaded was invalid. When supporting iPhone, the executable must include support for the armv6 architecture". Thank you for your help.

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  • Call to a phone number through iPhone App

    - by Md. Faisal Rahman
    Hi iPhone developers, I want to add a feature in my iPhone app, the are: call to a phone number in my app play a recorded mp3 voice to that number after call end, relaunch the previous app I know I have to use following code snipt for dialing to a number XXXXXX: [[UIApplication sharedApplication] openURL:[NSURL URLWithString:@"tel:XXXXXX"]]; My be play record not worked, as my app will terminate when call dial launch. is there any way to do this? And, after call ended, or call failed will my previous app relaunch? please answer ASAP.

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  • iPhone OpenGL ES freezes for no reason

    - by KJ
    Hi, I'm quite new to iPhone OpenGL ES, and I'm really stuck. I was trying to implement shadow mapping on iPhone, and I allocated two 512*1024*32bit textures for the shadow map and the diffuse map respectively. The problem is that my application started to freeze and reboot the device after I added the shadow map allocation part to the code (so I guess the shadow map allocation is causing all this mess). It happens randomly, but mostly within 10 minutes. (sometimes within a few secs) And it only happens on the real iPhone device, not on the virtual device. I backtracked the problem by removing irrelevant code lines by lines and now my code is really simple, but it's still crashing (I mean, freezing). Could anybody please download my xcode project linked below and see what on earth is wrong? The code is really simple: http://www.tempfiles.net/download/201004/95922/CrashTest.html I would really appreciate if someone can help me. My iPhone is a 3GS and running on the OS version 3.1. Again, run the code and it'll take about 5 mins in average for the device to freeze and reboot. (Don't worry, it does no harm) It'll just display cyan screen before it freezes, but you'll be able to notice when it happens because the device will reboot soon, so please be patient. Just in case you can't reproduce the problem, please let me know. (That could possibly mean it's specifically my device that something's wrong with) Observation: The problem goes away when I change the size of the shadow map to 512*512. (but with the diffuse map still 512*1024) I'm desperate for help, thanks in advance! Just for the people's information who can't download the link, here is the OpenGL code: #import "GLView.h" #import <OpenGLES/ES2/glext.h> #import <QuartzCore/QuartzCore.h> @implementation GLView + (Class)layerClass { return [CAEAGLLayer class]; } - (id)initWithCoder: (NSCoder*)coder { if ((self = [super initWithCoder:coder])) { CAEAGLLayer* layer = (CAEAGLLayer*)self.layer; layer.opaque = YES; layer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys: [NSNumber numberWithBool: NO], kEAGLDrawablePropertyRetainedBacking, kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat, nil]; displayLink_ = nil; context_ = [[EAGLContext alloc] initWithAPI: kEAGLRenderingAPIOpenGLES2]; if (!context_ || ![EAGLContext setCurrentContext: context_]) { [self release]; return nil; } glGenFramebuffers(1, &framebuffer_); glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_); glViewport(0, 0, self.bounds.size.width, self.bounds.size.height); glGenRenderbuffers(1, &defaultColorBuffer_); glBindRenderbuffer(GL_RENDERBUFFER, defaultColorBuffer_); [context_ renderbufferStorage: GL_RENDERBUFFER fromDrawable: layer]; glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, defaultColorBuffer_); glGenTextures(1, &shadowColorBuffer_); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, shadowColorBuffer_); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 512, 1024, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glGenTextures(1, &texture_); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture_); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 512, 1024, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); } return self; } - (void)startAnimation { displayLink_ = [CADisplayLink displayLinkWithTarget: self selector: @selector(drawView:)]; [displayLink_ setFrameInterval: 1]; [displayLink_ addToRunLoop: [NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode]; } - (void)useDefaultBuffers { glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, defaultColorBuffer_); glClearColor(0.0, 0.8, 0.8, 1); glClear(GL_COLOR_BUFFER_BIT); } - (void)useShadowBuffers { glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, shadowColorBuffer_, 0); glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT); } - (void)drawView: (id)sender { NSTimeInterval startTime = [NSDate timeIntervalSinceReferenceDate]; [EAGLContext setCurrentContext: context_]; [self useShadowBuffers]; [self useDefaultBuffers]; glBindRenderbuffer(GL_RENDERBUFFER, defaultColorBuffer_); [context_ presentRenderbuffer: GL_RENDERBUFFER]; NSTimeInterval endTime = [NSDate timeIntervalSinceReferenceDate]; NSLog(@"FPS : %.1f", 1 / (endTime - startTime)); } - (void)stopAnimation { [displayLink_ invalidate]; displayLink_ = nil; } - (void)dealloc { if (framebuffer_) glDeleteFramebuffers(1, &framebuffer_); if (defaultColorBuffer_) glDeleteRenderbuffers(1, &defaultColorBuffer_); if (shadowColorBuffer_) glDeleteTextures(1, &shadowColorBuffer_); glDeleteTextures(1, &texture_); if ([EAGLContext currentContext] == context_) [EAGLContext setCurrentContext: nil]; [context_ release]; context_ = nil; [super dealloc]; } @end

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  • iPhone Simulator locks up immediately upon Build / Run

    - by Steve
    I'm having a problem getting my MacBook set up to build iPhone *apps* in xCode. The iPhone Simulator locks up and shows the "spinning circle" busy icon. I've tried everything I can think of, including resetting the simulator tried all of the different hardware options tried the two debug build choices in xCode. uninstalling the SDK and completely reinstalling I downloaded the SDK today - "xcode_3.2.2_and_iphone_sdk_3.2_final" I'm just upgraded from Leopard to Snow Leopard (10.6.3). I've run all the software updates. xCode version says 3.2.2 (1650) If it matters, my MacBook is 3-4 years old, 13 inch, dual 2.16 ghz intel cores, 2 gig RAM. I've never had a single problem with it. I would be so grateful if anyone can help me thanks so much,

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  • iPhone image distortion

    - by Corey Floyd
    Are there any reasons why the simulator will display UIImageViews properly, but incorrectly on the iPhone? My Process: An image in a PNG file Start a UIGraphicsBeginImageContext() Draw the PNG in a CGrect Draw text in the CGRect Create an UIImage from the context Set the image of a UIImaveView to the UIImage Set the frame of the UIImageView to the size of the PNG Add as a subview Outcome: The image does not display correctly. The rightmost 1-3 pixels of the image is just a vertical white line. This occurs only on the device and not on the simulator. I can fix the problem, but only by increasing the size of the UIImageView. If I increase the size.height of the UIImageView by 1 pixel, it displays the UIImage correctly. Of course, these leaves the iPhone to scale my image before drawing it on screen which is not desirable. Any ideas why this occurs or any fixes for it? (I will post my code if needed)

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  • Custom uitoolbar gets partly hidden

    - by Jakub
    I'd like to add a custom UIToolbar to my UIViewController. In Interface Builder I add the uitoolbar at the top of my view, and it looks just fine. However, when I run the app in the Simulator it gets hidden by the default iphone bar (this one with the clock, battery status, etc.). Here you can see how it looks like: Any ideas?

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  • Install multiple iPhone apps at once from Xcode to device

    - by Dimitris
    Supposing we have an Xcode iPhone project with 2 targets, is it possible to build and install both of them on the device with one click? Of course, I understand we will not be able to "build and run" both, but can we at least install them? And to extend this concept a bit a bit: are there any scripts to achieve the same thing but with multiple iPhone projects instead of multiple targets in one project? This would be useful when you want to load all your apps on a new development device and don't want to go through all your projects one by one and install.

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  • Developing for the iPhone outside Xcode

    - by Federico Builes
    I'd like to develop and run my iPhone applications from the command line and my personal editor instead of having to use Xcode. So far I've been able to edit all the files in Emacs and run xcodebuild in the project to compile/link/etc. The next step would be to create a Makefile task to launch the iPhone Simulator with my current application. Any ideas of how can I do that? Update: I'm not interested in XCode calling my editor, I just want to forget about the IDE as much as I can.

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  • Reading iTunesMovies file in iPhone?

    - by raziiq
    Hi there. In iPhone, the iPod app saves the media files (audio, video) with strange names and in weird folders (F00,F01 etc). There is a file named iTunesMovies in iPhone, which contains all the information about the metadata of those video files and how they are to be displayed in iPod app. I copied that to my Mac also, and when i tried to open that file in textEdit, it showed some alien characters which made me believe that it is encrypted may be(Thats just a wild guess). I want to read/change the contents of that iTunesMovies file. Can i do that? Is there any Framework which deals with that iTunesMovies file? Thanks in advance

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  • Is there a good charting library for iPhone?

    - by Mike Akers
    I have a need to render and display charts (bar charts for now, but more types may be needed later) in an iPhone app I'm working on. I've done some looking around and it doesn't look like there are any really good, mature charting libraries for iPhone yet. I've also looked for something written for Cocoa on the Mac that can be adapted, but haven't found anything great yet. Anybody dealt with this before? Any recommendations? I did find Core Plot, but it seems to be in the early stages of development. Edit to add some details of requirements (as they currently stand ;) ) Bar Charts Horizontal bar charts Double stacked bar charts Axis labels (including rotated 90 degrees on the y axis) Labels above each bar on the chart Shaded or custom backgrounds

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  • Database Error : Compiling app on iphone device

    - by Amarpreet
    Hi guys I am getting a problem when i compile my iphone database application to device. When i debug the code it says database path "out of scope" on the break point and it does not compile the statement. Below is the code i am using to access the database. databaseName = @"Zen.sqlite"; NSArray *documentPaths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask,YES); NSString *documentsDir=[documentPaths objectAtIndex:0]; databasePath=[documentsDir stringByAppendingPathComponent:databaseName]; It works perfectly fine when i use the same code on simulator. Please help me to get this work on iphone device as well. Thanks.

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  • Reflow PDFs for an iPhone screen (iPhone SDK)

    - by Anthony Glyadchenko
    I'm currently making an iPhone app that has PDF viewing a crucial part of its functionality. However many of the PDFs aren't iPhone friendly and require zooming and panning to read them. Is there anything I can do to make them better whether with the PDF itself or programmatically? (I'm currently using a UIWebView PDF viewer by the way.)

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