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  • Beginning 3.2+ iPhone development

    - by Dinah
    I'm interested in learning Objective C for iPhone development. This is a topic which I realize has been covered to death. The qualifying difference is: I'd like to start learning beginning with the latest version (the most recent iPhone OS as of May, 2010 is ver. 3.2 and 4 beta is also out). I'd like to not have to wade through or unlearn legacy information. Using the links I've found throughout related topics on Stack Overflow, I'll read a blog post or tutorial which will say one thing, but then the comments will say, "this is different now in version xyz." For example, I've found this a few times regarding memory management/garbage collection. I assume that Apple's "getting started" doc.s will have the most recent info but many SO posts have said that those are not the most clear. The Stanford iPhone course looks great, but how do I know if it still applies to the most recent versions? Where should one start learning Objective C for iPhone development starting with version 3.2 or later without having as much exposure to legacy information?

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  • UIImagePickerController crashing

    - by Mike
    I am developing a project based on iPhone OS 3.2 This project uses UIImagePickerController to pick videos. I have managed to put a video inside the iPad simulator. Photos.app can see and play the video, that was created using an iPhone 3GS, but whey I try to use the UIImagePickerController, it simply crashes my app. THis is the code I am using: if ([UIImagePickerController isSourceTypeAvailable: UIImagePickerControllerSourceTypePhotoLibrary]) { UIImagePickerController *picker = [[UIImagePickerController alloc] init]; picker.sourceType = UIImagePickerControllerSourceTypePhotoLibrary; picker.mediaTypes = [UIImagePickerController availableMediaTypesForSourceType:picker.sourceType];//shows movies and photos on iPhone picker.delegate = self; picker.sourceType = UIImagePickerControllerSourceTypePhotoLibrary; UIPopoverController *popover = [[UIPopoverController alloc] initWithContentViewController:picker]; CGRect myRect = CGRectMake(0,0,100,100); // this is a random rect just for testing [popover presentPopoverFromRect:myRect inView:myMainView permittedArrowDirections:UIPopoverArrowDirectionAny animated:YES]; } after running this, the app crashes miserably with the following message Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: 'Popovers cannot be presented from a view which does not have a window.' Is there something wrong with the code or it is just the simulator crashing because it is unable to pick videos? please refrain from recommending me to test on a real device. The problem is that I live outside the US and there's no iPad here soon. thanks.

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  • Shake based application

    - by Sid
    hii frnz, i am developing an application which deletes rows from a table view when the user shakes the iPhone.i have created a navigation based project. now when the user shakes the iPhone i want that the title of navigation bar should change to "DELETE" and a delete button should appear on the navigation bar on the same view (but this operation should take place only when the user shakes the iPhone )otherwise when a user selects a particular row then it should move to next view.I have written the followin code but its not working.plz help me out..... (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath { //NSLog(@"hiiiii"); if (isShaked == NO) { //logic to move to next view goes here. } else { self.title = @"Delete Rows"; delete=[[UIBarButtonItem alloc] initWithTitle:@"Delete rows" style: UIBarButtonItemStyleBordered target:self action:@selector(deleteItemsSelected)] ; self.navigationItem.rightBarButtonItem=self.delete; MyTableCell *targetCustomCell = (MyTableCell *)[tableView cellForRowAtIndexPath:indexPath]; [targetCustomCell checkAction]; [self.tempArray addObject: [myModal.listOfStates objectAtIndex:indexPath.row]]; //[delete addTarget:self action:@selector(deleteItemsSelected:) forControlEvents:UIControlEventTouchUpInside]; self.tempTableView = tableView; } } -(void)deleteItemsSelected { //for(int i = 0; i <= [tempArray count]; i++) //{ //} [myModal.listOfStates removeObjectsInArray:tempArray]; [tempTableView reloadData]; } checkAction method is a custom cell method which is used to put a tickmark on the row selected

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  • Code Sign error: The identity 'iPhone Developer: x Xxxxx' doesn't match any identity in any profile

    - by Cal
    I get this build error when I build my iPhone project to run on my device: Code Sign error: The identity 'iPhone Developer: x Xxxxx' doesn't match any identity in any profile My development code signing certificate expired so I got a new one. On my first attempt I created a new CSR and got the message above. The second time I reused my original CSR and got the same result. Another strange thing is the new certificate has an extra string with brackets after my name in the "common name" when I look at it using Keychain Access like this: iPhone Developer: x Xxxxx (3BDUAJYC9Q) My original certificate didn't have that. I have Xcode Version 3.1.3 Component versions Xcode IDE: 1191.0 Xcode Core: 1192.0 ToolSupport: 1186.0 Does anyone know how to solve this?

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  • Using CHDataStructures.framework on iPhone

    - by nununo
    Hi, I'm new to iPhone programming and I'm trying to use CHDataStructures in my project. But I'm running into some issues: When I directly try to build it right after download I get the error "Foundation/Foundation.h" no such file or directory. The Active SDK is "Use Base SDK" and the active architecture is x86_64. I believe I should set the Active SDK to the iPhone SDK but it isn't listed there; At some point (I don't remember how) I managed to tweak it and I got the iPhone SDK (simulator) in the active SDK but when I tried to build it I got the following error: "target specifies product type 'com.apple.product-type.framework', but there's no such product type for the 'iphonesimulator' platform"; And now I'm stuck. What am I doing wrong? Thanks in advance, Nuno

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  • iphone - Programmatically set (System-wide) proxy settings?

    - by Andrew
    I am new to iPhone development, so I'm sorry if this is a stupid question. I am developing an application whose purpose will be to route all iPhone activity through my company's proxy. Is there a way to programmatically set system-wide proxy settings in the iPhone (which will also take effect on the 3G connection)? I know there is a way to manually set proxy settings for each wifi connection. Detecting new networks and setting the proxy on them would be acceptable. However, I need to also be able to set the proxy on the 3G connection. Also, bonus: Is there a way to programmatically change the "Restrictions" settings? If anyone has any tips or can point me in the right direction, I would appreciate it. Thanks. EDIT: Please understand that this is for a legitimate purpose. Apple has to approve app store additions, so it's not like I'm trying to spread a virus. Please, constructive answers only.

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  • How do I use the iPhone Simulator in 3.2 (not iPad Simulator)

    - by JustinXXVII
    I'm fixing my app to be a universal binary. Testing on the simulator seems to default to the iPad. For small corrections like checking orientations and small UI updates, the only way I can find to get the iPhone version is to plug in my iPhone and build and run on device. Loading the debugger takes valuable time, when running on simulator is so much faster for this kind of work. Can I set the simulator to default to iPhone for this? Setting it to 3.1.3 doesn't work because of the 3.2 code I have in the binary for the iPad.

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  • Quickest way to make a web app for iPhone

    - by Douglas
    I am looking to make a iPhone app for a simple anonymous discussion website I launched this week (blurba.com). I would like it to be native, available for free download in the app store. I am looking for the fastest, easiest way to do this. I have been looking at these options. 1. Build a native app in Obj-C 2. Build with JQ touch, use PhoneGap to make it native I am more than open to other ideas (maybe frameworks I don't know about, to make this easier?) NEEDS: Ajax requests via GET and POST. Data received back in JSON and displayed. PS. I have NO experience making iPhone web apps, but do have basic experience with iPhone development THANKS,

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  • ConnectionKit & iPhone SDK

    - by Wilco
    I'm still getting my feet wet with the iPhone SDK, but I'm wondering if it would be possible to get the ConnectionKit framework working for an iPhone app. I know it was developed for the desktop OS, so I'm not sure what sort of dependencies it has and whether or not it could be shoehorned into the iPhone OS. In my case, I would like to use its FTP functionality, though having access to this entire framework could prove useful for future projects as well. Any ideas or experience trying this? In case it helps, here's the official ConnectionKit site: http://opensource.utr-software.com/connection/

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  • how to uload photo/image to facebook via iphone application

    - by user275802
    Hey all. i am integrating facebook with my iphone application. i can share text message in facebook, but i want to share/ upload photos to facebook through my iphone application. please let me know is there soution for this. i am trying the facebook sample code but it is giving me some errors: i searched out that error but other developer also facing this type of error. please let me know if there is some one who did upload/ share a photo on facebook in iphone application. Thanks in advance.

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  • Sound not working in iPhone Simulator?

    - by pix0r
    Somehow my iPhone Simulator is unable to play sounds. First an app I'm working on using AudioServicesPlaySystemSound() stopped working.. I spent a while debugging this but sound is still working on the iPhone when I run the app on the device. I get the same results with other iPhone apps such as the sample Crash Landing app. I can't find a sound setting anywhere in the simulator or Xcode preferences. I've tried resetting the simulator through "Reset Content and Settings" menu item to no avail.

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  • Paddle Movement using Box2D

    - by Anubhav Sharma
    Hello everybody, I'm making a game like Arkanoid and to move the ship with mouse, I'm using the following code : var mousex:int = costume.stage.mouseX; if (mousex < paddleWidth/2) mousex = paddleWidth/2; else if (mousex > PhysiVals.STAGE_WIDTH - paddleWidth/2) mousex = PhysiVals.STAGE_WIDTH - paddleWidth / 2; var idealLocation:Point = new Point(mousex, ypos); var directionToTravel:b2Vec2 = new b2Vec2((idealLocation.x -> costume.x) * PhysiVals.paddleSpeed, idealLocation.y-costume.y); directionToTravel.Multiply(1 / PhysiVals.RATIO); directionToTravel.Multiply(30); body.SetLinearVelocity(directionToTravel); Everything's going fine there! The paddle is moving the way it should! The problem is I want a little inclination towards the direction its moving and when it stops moving the angle of inclination should become zero. I tried playing with the angular velocity but I have no real idea how to do this! So Please help!

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  • Banshee music file copy to Mac iPhone 4s ios5.1 not permanent

    - by user95736
    In Ubuntu 12.04 - When I drag .mp3 files from Banshee 2.6 to my Mac-formatted iPhone 4s ios5.1: a. Banshee says it's syncing with the phone, updating the media database, and the filecount on the phone is incremented; b. The files show up under the device in Banshee and I can play them; c. I can see them on the iPhone in a file browser; d. I can navigate to the iPhone filesystem in a terminal and create a file, so I know I have write permissions. When I disconnect the device in Banshee, it again tells me it's syncing the phone and updating the media database, but I can't find the songs on the phone in iTunes - they are not there when I reconnect the phone to my computer. Am I just being deceived by gvfs? I haven't been able to find a recent post indicating the status of syncing ios5.x devices with Banshee, RhythmBox, etc... Can someone tell me if this should work? Also, I wonder if my iPhone needs to be formatted/initialized by iTunes for Windows, since it has been managed on a Mac? I solved a syncing problem with an older ipod classic which had been managed by iTunes on a Mac, by re-initializing it under iTunes for Windows - perhaps an hfs+ issue. Thanks for any help.

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  • Remove box2d bodies after collision deduction android?

    - by jubin
    Can any one explain me how to destroy box2d body when collide i have tried but my application crashed.First i have checked al collisions then add all the bodies in array who i want to destroy.I am trying to learning this tutorial My all the bodies are falling i want these bodies should destroy when these bodies will collide my actor monkey but when it collide it destroy but my aplication crashed.I have googled and from google i got the application crash reasons we should not destroy body in step funtion but i am removing body in the last of tick method. could any one help me or provide me code aur check my code why i am getting this prblem or how can i destroy box2d bodies. This is my code what i am doing. Please could any one check my code and tell me what is i am doing wrong for removing bodies. The code is for multiple box2d objects falling on my actor monkey it should be destroy when it will fall on the monkey.It is destroing but my application crahes. static class Box2DLayer extends CCLayer { protected static final float PTM_RATIO = 32.0f; protected static final float WALK_FACTOR = 3.0f; protected static final float MAX_WALK_IMPULSE = 0.2f; protected static final float ANIM_SPEED = 0.3f; int isLeft=0; String dir=""; int x =0; float direction; CCColorLayer objectHint; // protected static final float PTM_RATIO = 32.0f; protected World _world; protected static Body spriteBody; CGSize winSize = CCDirector.sharedDirector().winSize(); private static int count = 200; protected static Body monkey_body; private static Body bodies; CCSprite monkey; float animDelay; int animPhase; CCSpriteSheet danceSheet = CCSpriteSheet.spriteSheet("phases.png"); CCSprite _block; List<Body> toDestroy = new ArrayList<Body>(); //CCSpriteSheet _spriteSheet; private static MyContactListener _contactListener = new MyContactListener(); public Box2DLayer() { this.setIsAccelerometerEnabled(true); CCSprite bg = CCSprite.sprite("jungle.png"); addChild(bg,0); bg.setAnchorPoint(0,0); bg.setPosition(0,0); CGSize s = CCDirector.sharedDirector().winSize(); // Use scaled width and height so that our boundaries always match the current screen float scaledWidth = s.width/PTM_RATIO; float scaledHeight = s.height/PTM_RATIO; Vector2 gravity = new Vector2(0.0f, -30.0f); boolean doSleep = false; _world = new World(gravity, doSleep); // Create edges around the entire screen // Define the ground body. BodyDef bxGroundBodyDef = new BodyDef(); bxGroundBodyDef.position.set(0.0f, 0.0f); // The body is also added to the world. Body groundBody = _world.createBody(bxGroundBodyDef); // Register our contact listener // Define the ground box shape. PolygonShape groundBox = new PolygonShape(); Vector2 bottomLeft = new Vector2(0f,0f); Vector2 topLeft = new Vector2(0f,scaledHeight); Vector2 topRight = new Vector2(scaledWidth,scaledHeight); Vector2 bottomRight = new Vector2(scaledWidth,0f); // bottom groundBox.setAsEdge(bottomLeft, bottomRight); groundBody.createFixture(groundBox,0); // top groundBox.setAsEdge(topLeft, topRight); groundBody.createFixture(groundBox,0); // left groundBox.setAsEdge(topLeft, bottomLeft); groundBody.createFixture(groundBox,0); // right groundBox.setAsEdge(topRight, bottomRight); groundBody.createFixture(groundBox,0); CCSprite floorbg = CCSprite.sprite("grassbehind.png"); addChild(floorbg,1); floorbg.setAnchorPoint(0,0); floorbg.setPosition(0,0); CCSprite floorfront = CCSprite.sprite("grassfront.png"); floorfront.setTag(2); this.addBoxBodyForSprite(floorfront); addChild(floorfront,3); floorfront.setAnchorPoint(0,0); floorfront.setPosition(0,0); addChild(danceSheet); //CCSprite monkey = CCSprite.sprite(danceSheet, CGRect.make(0, 0, 48, 73)); //addChild(danceSprite); monkey = CCSprite.sprite("arms_up.png"); monkey.setTag(2); monkey.setPosition(200,100); BodyDef spriteBodyDef = new BodyDef(); spriteBodyDef.type = BodyType.DynamicBody; spriteBodyDef.bullet=true; spriteBodyDef.position.set(200 / PTM_RATIO, 300 / PTM_RATIO); monkey_body = _world.createBody(spriteBodyDef); monkey_body.setUserData(monkey); PolygonShape spriteShape = new PolygonShape(); spriteShape.setAsBox(monkey.getContentSize().width/PTM_RATIO/2, monkey.getContentSize().height/PTM_RATIO/2); FixtureDef spriteShapeDef = new FixtureDef(); spriteShapeDef.shape = spriteShape; spriteShapeDef.density = 2.0f; spriteShapeDef.friction = 0.70f; spriteShapeDef.restitution = 0.0f; monkey_body.createFixture(spriteShapeDef); //Vector2 force = new Vector2(10, 10); //monkey_body.applyLinearImpulse(force, spriteBodyDef.position); addChild(monkey,10000); this.schedule(tickCallback); this.schedule(createobjects, 2.0f); objectHint = CCColorLayer.node(ccColor4B.ccc4(255,0,0,128), 200f, 100f); addChild(objectHint, 15000); objectHint.setVisible(false); _world.setContactListener(_contactListener); } private UpdateCallback tickCallback = new UpdateCallback() { public void update(float d) { tick(d); } }; private UpdateCallback createobjects = new UpdateCallback() { public void update(float d) { secondUpdate(d); } }; private void secondUpdate(float dt) { this.addNewSprite(); } public void addBoxBodyForSprite(CCSprite sprite) { BodyDef spriteBodyDef = new BodyDef(); spriteBodyDef.type = BodyType.StaticBody; //spriteBodyDef.bullet=true; spriteBodyDef.position.set(sprite.getPosition().x / PTM_RATIO, sprite.getPosition().y / PTM_RATIO); spriteBody = _world.createBody(spriteBodyDef); spriteBody.setUserData(sprite); Vector2 verts[] = { new Vector2(-11.8f / PTM_RATIO, -24.5f / PTM_RATIO), new Vector2(11.7f / PTM_RATIO, -24.0f / PTM_RATIO), new Vector2(29.2f / PTM_RATIO, -14.0f / PTM_RATIO), new Vector2(28.7f / PTM_RATIO, -0.7f / PTM_RATIO), new Vector2(8.0f / PTM_RATIO, 18.2f / PTM_RATIO), new Vector2(-29.0f / PTM_RATIO, 18.7f / PTM_RATIO), new Vector2(-26.3f / PTM_RATIO, -12.2f / PTM_RATIO) }; PolygonShape spriteShape = new PolygonShape(); spriteShape.set(verts); //spriteShape.setAsBox(sprite.getContentSize().width/PTM_RATIO/2, //sprite.getContentSize().height/PTM_RATIO/2); FixtureDef spriteShapeDef = new FixtureDef(); spriteShapeDef.shape = spriteShape; spriteShapeDef.density = 2.0f; spriteShapeDef.friction = 0.70f; spriteShapeDef.restitution = 0.0f; spriteShapeDef.isSensor=true; spriteBody.createFixture(spriteShapeDef); } public void addNewSprite() { count=0; Random rand = new Random(); int Number = rand.nextInt(10); switch(Number) { case 0: _block = CCSprite.sprite("banana.png"); break; case 1: _block = CCSprite.sprite("backpack.png");break; case 2: _block = CCSprite.sprite("statue.png");break; case 3: _block = CCSprite.sprite("pineapple.png");break; case 4: _block = CCSprite.sprite("bananabunch.png");break; case 5: _block = CCSprite.sprite("hat.png");break; case 6: _block = CCSprite.sprite("canteen.png");break; case 7: _block = CCSprite.sprite("banana.png");break; case 8: _block = CCSprite.sprite("statue.png");break; case 9: _block = CCSprite.sprite("hat.png");break; } int padding=20; //_block.setPosition(CGPoint.make(100, 100)); // Determine where to spawn the target along the Y axis CGSize winSize = CCDirector.sharedDirector().displaySize(); int minY = (int)(_block.getContentSize().width / 2.0f); int maxY = (int)(winSize.width - _block.getContentSize().width / 2.0f); int rangeY = maxY - minY; int actualY = rand.nextInt(rangeY) + minY; // Create block and add it to the layer float xOffset = padding+_block.getContentSize().width/2+((_block.getContentSize().width+padding)*count); _block.setPosition(CGPoint.make(actualY, 750)); _block.setTag(1); float w = _block.getContentSize().width; objectHint.setVisible(true); objectHint.changeWidth(w); objectHint.setPosition(actualY-w/2, 460); this.addChild(_block,10000); // Create ball body and shape BodyDef ballBodyDef1 = new BodyDef(); ballBodyDef1.type = BodyType.DynamicBody; ballBodyDef1.position.set(actualY/PTM_RATIO, 480/PTM_RATIO); bodies = _world.createBody(ballBodyDef1); bodies.setUserData(_block); PolygonShape circle1 = new PolygonShape(); Vector2 verts[] = { new Vector2(-11.8f / PTM_RATIO, -24.5f / PTM_RATIO), new Vector2(11.7f / PTM_RATIO, -24.0f / PTM_RATIO), new Vector2(29.2f / PTM_RATIO, -14.0f / PTM_RATIO), new Vector2(28.7f / PTM_RATIO, -0.7f / PTM_RATIO), new Vector2(8.0f / PTM_RATIO, 18.2f / PTM_RATIO), new Vector2(-29.0f / PTM_RATIO, 18.7f / PTM_RATIO), new Vector2(-26.3f / PTM_RATIO, -12.2f / PTM_RATIO) }; circle1.set(verts); FixtureDef ballShapeDef1 = new FixtureDef(); ballShapeDef1.shape = circle1; ballShapeDef1.density = 10.0f; ballShapeDef1.friction = 0.0f; ballShapeDef1.restitution = 0.1f; bodies.createFixture(ballShapeDef1); count++; //Remove(); } @Override public void ccAccelerometerChanged(float accelX, float accelY, float accelZ) { //Apply the directional impulse /*float impulse = monkey_body.getMass()*accelY*WALK_FACTOR; Vector2 force = new Vector2(impulse, 0); monkey_body.applyLinearImpulse(force, monkey_body.getWorldCenter());*/ walk(accelY); //Remove(); } private void walk(float accelY) { // TODO Auto-generated method stub direction = accelY; } private void Remove() { for (Iterator<MyContact> it1 = _contactListener.mContacts.iterator(); it1.hasNext();) { MyContact contact = it1.next(); Body bodyA = contact.fixtureA.getBody(); Body bodyB = contact.fixtureB.getBody(); // See if there's any user data attached to the Box2D body // There should be, since we set it in addBoxBodyForSprite if (bodyA.getUserData() != null && bodyB.getUserData() != null) { CCSprite spriteA = (CCSprite) bodyA.getUserData(); CCSprite spriteB = (CCSprite) bodyB.getUserData(); // Is sprite A a cat and sprite B a car? If so, push the cat // on a list to be destroyed... if (spriteA.getTag() == 1 && spriteB.getTag() == 2) { //Log.v("dsfds", "dsfsd"+bodyA); //_world.destroyBody(bodyA); // removeChild(spriteA, true); toDestroy.add(bodyA); } // Is sprite A a car and sprite B a cat? If so, push the cat // on a list to be destroyed... else if (spriteA.getTag() == 2 && spriteB.getTag() == 1) { //Log.v("dsfds", "dsfsd"+bodyB); toDestroy.add(bodyB); } } } // Loop through all of the box2d bodies we want to destroy... for (Iterator<Body> it1 = toDestroy.iterator(); it1.hasNext();) { Body body = it1.next(); // See if there's any user data attached to the Box2D body // There should be, since we set it in addBoxBodyForSprite if (body.getUserData() != null) { // We know that the user data is a sprite since we set // it that way, so cast it... CCSprite sprite = (CCSprite) body.getUserData(); // Remove the sprite from the scene _world.destroyBody(body); removeChild(sprite, true); } // Destroy the Box2D body as well // _contactListener.mContacts.remove(0); } } public synchronized void tick(float delta) { synchronized (_world) { _world.step(delta, 8, 3); //_world.clearForces(); //addNewSprite(); } CCAnimation danceAnimation = CCAnimation.animation("dance", 1.0f); // Iterate over the bodies in the physics world Iterator<Body> it = _world.getBodies(); while(it.hasNext()) { Body b = it.next(); Object userData = b.getUserData(); if (userData != null && userData instanceof CCSprite) { //Synchronize the Sprites position and rotation with the corresponding body CCSprite sprite = (CCSprite)userData; if(sprite.getTag()==1) { //b.applyLinearImpulse(force, pos); sprite.setPosition(b.getPosition().x * PTM_RATIO, b.getPosition().y * PTM_RATIO); sprite.setRotation(-1.0f * ccMacros.CC_RADIANS_TO_DEGREES(b.getAngle())); } else { //Apply the directional impulse float impulse = monkey_body.getMass()*direction*WALK_FACTOR; Vector2 force = new Vector2(impulse, 0); b.applyLinearImpulse(force, b.getWorldCenter()); sprite.setPosition(b.getPosition().x * PTM_RATIO, b.getPosition().y * PTM_RATIO); animDelay -= 1.0f/60.0f; if(animDelay <= 0) { animDelay = ANIM_SPEED; animPhase++; if(animPhase > 2) { animPhase = 1; } } if(direction < 0 ) { isLeft=1; } else { isLeft=0; } if(isLeft==1) { dir = "left"; } else { dir = "right"; } float standingLimit = (float) 0.1f; float vX = monkey_body.getLinearVelocity().x; if((vX > -standingLimit)&& (vX < standingLimit)) { // Log.v("sasd", "standing"); } else { } } } } Remove(); } } Sorry for my english. Thanks in advance.

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  • Objective-C++ compiles for iPhone, but not simulator

    - by John Smith
    I have a C++ library I want to add to my iphone project. In one header file I declare @class a { cppvirtualclass V; } This compiles fine for the iPhone device with Release settings. However it refuses to compile for the Simulator with or without debug info. It give the error error: type 'V' has virtual member functions. Is there a way out of this or do I have to define only concrete C++ classes?

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  • iPhone provisioning profile problem

    - by Eric Mills
    My iPhone application runs fine in the simulator. I'm trying to deploy it onto a physical iPhone. When I install the provisioning profile, my Organizer says "A signing identity matching this profile could not be found in your keychain." I can't resolve this. What do I do?

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  • iPhone application name on iTunes

    - by xenep
    Sorry if these are stupid questions but I couldn't find answers :( Is there any way to set the display name of the application which is shown on iPhone and on iTunes different? The name that I wrote to "Display bundle name" in info.plist is shown both on iTunes and iPhone, is there any way to separate them? My second question is: how can I change the genre of my application? Now it's "Unknown Genre".

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  • Address Book Groups - iPhone Simulator

    - by Stef
    Hi All, Is there a way to set up groups on the iPhone simulator? I want to set up a specific group on the iPhone and insert contacts into that group... I've presented the address book modally like in the tutorial but in trying to access groups, I've realised there's no option... Thanx Stef:-)

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  • Testing an iphone web app on windows

    - by JoseMarmolejos
    When developing web apps for the iphone on a mac you can test your app in either Iphoney or the apple supplied simulator; bot of them are excellent for the task but are only available for macs. So I have to ask, are windows alternative for these iphone simulators? So far I could only find this one.

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  • iPhone simulator and applicationWillTerminate()

    - by firstresponder
    When my app is run in the iPhone simulator, the delegate method - (void)applicationWillTerminate:(UIApplication *)application is only called the first time I hit the iPhone simulator's home button. After the home button is pressed and the app is launched again, hitting the home button does not call the delegate method. What is going on here? Am I misunderstanding something fundamental?

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  • Building and versioning on Iphone

    - by ludo
    Hi, I created an app long time ago using the last SDK on Mac Leopard, I upgrade to Snow Leopard and so now I use the new SDK and can build app for Iphone 3.1.3, I've got a problem now because I can't build my app on my OS Iphone device 3.1 or 3.1.2 How can I change it and allow my app to aso build in older version beginning to 3.1 ? Thanks

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