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  • iPhone Simulator 3.x not listed after upgrading to XCode 3.2.3 Beta4 with OS 4.0

    - by Jon
    I've been having some problems, & since you guys are the smartest devs I thought I'd just ask you. When I last installed Xcode 3.2.3 Beta 2 (OS 4.0 support), it had all the iPhone Device & Simulator 3.x. Now, updated to Xcode 3.2.3 Beta 4 (OS 4.0 support), it no longer lists 3.x SDKs for either simulator or device in XCode. When I run an app that was written for 3.1.2, the current SDK is listed as "base SDK missing" I'm aware that 3.2.3 changes the BASE SDK to 4.0, but how come none of the 3.x devices are available either? When I go to: /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs The only two files available are: iPhoneSimulator3.2.sdk iPhoneSimulator4.0.sdk However, when I go to: /Developer/Platforms/iPhoneOS.platform/DeviceSupport 3.0 3.0.1 3.1 3.1.1 3.1.2 3.1.3 3.2 4.0 (8A274b) I've tried re-installing the most recent XCode DMG to no avail. Thanks in advance!

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  • Why does CTFontCreateWithName != NULL on iPhone OS 3.1.3?

    - by Tony
    I am following the instructions in the Apple dev docs: http://developer.apple.com/iphone/library/documentation/DeveloperTools/Conceptual/cross_development/Using/using.html#//apple_ref/doc/uid/20002000-1114537 In this case, I'm trying to conditionally execute code, depending on whether or not CTFontCreateWithName is defined. Here is what I've reduced my test case down to: if (CTFontCreateWithName != NULL) NSLog(@"CTFontCreateWithName = %p", CTFontCreateWithName); This prints "CTFontCreateWithName = 0x0", which suggests that it's both NULL and not NULL at the same time. Even though CTFontCreateWithName != NULL evaluates to true, I get an error saying it can't resolve the symbol _CTFontCreateWithName once it gets to the line that uses it. Any ideas? Is %p not the correct way to print out the address of a function? For what it's worth, the example in their docs, UIGraphicsBeginPDFPage != NULL, evaluates to false, so it works for that one.

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  • iPhone Simulator 3.x not supported after upgrading to XCode 3.2.3 Beta4 with OS 4.0

    - by Jon
    I've been having some problems, & since you guys are the smartest devs I thought I'd just ask you. When I last installed Xcode 3.2.3 Beta 2 (OS 4.0 support), it had all the iPhone Device & Simulator 3.x. Now, updated to Xcode 3.2.3 Beta 4 (OS 4.0 support), it no longer lists 3.x SDKs for either simulator or device in XCode. I'm aware that 3.2.3 changes the BASE SDK to 4.0, but how come none of the 3.x devices are available either? When I go to: /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs The only two files available are: iPhoneSimulator3.2.sdk iPhoneSimulator4.0.sdk However, when I go to: /Developer/Platforms/iPhoneOS.platform/DeviceSupport 3.0 3.0.1 3.1 3.1.1 3.1.2 3.1.3 3.2 4.0 (8A274b)

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  • passing user from UITableView to UIWebView based on selection

    - by ct2k7
    Hello, I'm trying to pass the user on to the interface based on their cell selection in the UITableView, ie, if the user selects cell 1, they are taken to view model 2, containing UIWebView. UIWebView then displays local file, cell1.html. Currently, I've manage to get placeholder using: selectedCellText.text = selectedCell; to display the name of the cell selected. How do I get it to directly pass to the UIWebView, stick UIWebView in the interface and link it using: UIWebView *myWebView = [[UIWebView alloc] initWithFrame:frame]; NSBundle *mainBundle = [NSBundle mainBundle]; NSString *stringUrl = [mainBundle pathForResource:@"selectedCell" ofType:@"html"]; NSURL *baseUrl = [NSURL fileURLWithPath:stringUrl]; NSURLRequest *urlRequest = [NSURLRequest requestWithURL:baseUrl]; [myWebView loadRequest:urlRequest]; My other issue is that some of the cell names have spaces in them, and for simplicity, I'd like to ensure that there are no spaces (actually, will it even work with spaces in the name, I assume with %20 ? Thanks

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  • iPhone dev: load a file from resource folder

    - by thomax
    I'm writing an iPhone app with a UIWebView which should display various html files I have in the app resource folder. In xcode my project overview, these html files are displayed like this: dirA |---> index.html |---> a1.html |---> a2.html |---> my.css |---> dirB |---> b1.html |---> b2.html |---> dirC |---> c1.html |---> c2.html These resources where added to the project as such: - Checked "Copy items into destination groups folder (if needed)". - Reference type: Default. - Text encoding: Unicode (utf-8). - Recursively create groups for any added folders. The links in my html are relative, meaning they look like this: <a href="a1.html">a2</a> <a href="a2.html">a2</a> <a href="dirB/b2.html">b2</a> <a href="dirC/c1.html">b2</a> In order to display the index.html when the app starts up, I use the following code: NSString *path = [[NSBundle mainBundle] pathForResource:@"index" ofType:@"html"]; NSURL *url = [NSURL fileURLWithPath:path]; NSURLRequest *request = [NSURLRequest requestWithURL:url]; [webView loadRequest:request]; This works fine. Following links from the index file also works fine, as long as the html files requested are directly under dirA. If the link followed points to a file in a sub-directory, then didFailLoadWithError will catch the situation and report that the requested file does not exist. Note that [webView loadHtmlString:myHtml]; cannot be part of the solution, as I need back and forward buttons to work in my web view. So the question is: How can I follow a relative link to an html file in a sub directory within my resources? I've been all over stackoverflow and the rest of the tubes for the past few days trying to figure this one out, but nowhere have I come across the solution to this exact problem. Any insight at all would be very, very much appreciated!

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  • ipad video format

    - by Mike
    When you use iTunes to sync your videos with the iPhone the videos are always saved with no more than 640 pixels wide, if I am not wrong. What about the iPad? What is the size of videos iTunes syncs with iPad? 1024x768? and what if the video has a dimension below 1024x768? Will it scale up? or will it keep the video at low res and scale when you play? thanks.

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  • Is this a good way to do a game loop for an iPhone game?

    - by Danny Tuppeny
    Hi all, I'm new to iPhone dev, but trying to build a 2D game. I was following a book, but the game loop it created basically said: function gameLoop update() render() sleep(1/30th second) gameLoop The reasoning was that this would run at 30fps. However, this seemed a little mental, because if my frame took 1/30th second, then it would run at 15fps (since it'll spend as much time sleeping as updating). So, I did some digging and found the CADisplayLink class which would sync calls to my gameLoop function to the refresh rate (or a fraction of it). I can't find many samples of it, so I'm posting here for a code review :-) It seems to work as expected, and it includes passing the elapsed (frame) time into the Update method so my logic can be framerate-independant (however I can't actually find in the docs what CADisplayLink would do if my frame took more than its allowed time to run - I'm hoping it just does its best to catch up, and doesn't crash!). // // GameAppDelegate.m // // Created by Danny Tuppeny on 10/03/2010. // Copyright Danny Tuppeny 2010. All rights reserved. // #import "GameAppDelegate.h" #import "GameViewController.h" #import "GameStates/gsSplash.h" @implementation GameAppDelegate @synthesize window; @synthesize viewController; - (void) applicationDidFinishLaunching:(UIApplication *)application { // Create an instance of the first GameState (Splash Screen) [self doStateChange:[gsSplash class]]; // Set up the game loop displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(gameLoop)]; [displayLink setFrameInterval:2]; [displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode]; } - (void) gameLoop { // Calculate how long has passed since the previous frame CFTimeInterval currentFrameTime = [displayLink timestamp]; CFTimeInterval elapsed = 0; // For the first frame, we want to pass 0 (since we haven't elapsed any time), so only // calculate this in the case where we're not the first frame if (lastFrameTime != 0) { elapsed = currentFrameTime - lastFrameTime; } // Keep track of this frames time (so we can calculate this next time) lastFrameTime = currentFrameTime; NSLog([NSString stringWithFormat:@"%f", elapsed]); // Call update, passing the elapsed time in [((GameState*)viewController.view) Update:elapsed]; } - (void) doStateChange:(Class)state { // Remove the previous GameState if (viewController.view != nil) { [viewController.view removeFromSuperview]; [viewController.view release]; } // Create the new GameState viewController.view = [[state alloc] initWithFrame:CGRectMake(0, 0, IPHONE_WIDTH, IPHONE_HEIGHT) andManager:self]; // Now set as visible [window addSubview:viewController.view]; [window makeKeyAndVisible]; } - (void) dealloc { [viewController release]; [window release]; [super dealloc]; } @end Any feedback would be appreciated :-) PS. Bonus points if you can tell me why all the books use "viewController.view" but for everything else seem to use "[object name]" format. Why not [viewController view]?

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  • Outputting a bar chart to an iPhone application?

    - by Moddy
    Right, I really want to output a Bar Graph to an Obj-C iPhone application - now I may be missing a vital SDK class or something; but right now my solution is to embed a WebView and inside that have a JQuery/Flot based graph - not totally ideal I know! Just wondering if anybody has any other creative solutions or whether a WebView/AJAX solution is the way to go? (For the record; my data source will be figures returned from an external source - i.e downloaded from the internet. So I was even toying with having a PHP Proxy/script do all the work on that, return the figures AND a graph to the application - but then I risk placing extra strain on the server!)

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  • How to store javascript variables in iPhone application

    - by sugar
    <script type="text/javascript"> function getSelectionRange() { var sel; if (window.getSelection) { sel = window.getSelection(); if (sel.rangeCount) { return sel.getRangeAt(0); } } else if (document.selection) { return document.selection.createRange(); } return null; } var range; </script> whatShouldBeHere=[wvText stringByEvaluatingJavaScriptFromString:@"getSelectionRange();"]; Here, method getSelectionRange is returning JavaScript Object of Range type. How can I catch & store in plist file in iPhone application ? Thanks in advance for sharing your knowledge. Sagar

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  • Determining when stringByEvaluatingJavaScriptFromString has finished

    - by alku83
    I have a UIWebView which loads up an HTML page. This page has two buttons on it, say Exit and Submit. I don't want users to be able to click the Exit button, so once the page has finished loading (ie. webViewDidFinishLoad is called), I use stringByEvaluatingJavaScriptFromString to remove one of these buttons, by manipulating the HTML. I also disable user interaction on the UIWebView on webViewDidStartLoad, and enable it again on webViewDidFinishLoad. The problem I am finding is that stringByEvaluatingJavaScriptFromString takes a second or two to complete, and it seems to be done in it's own thread. So what is happening is that webViewDidFinishLoad is called, user interaction is enabled on the UIWebView, and if the user is quick, they can click the Exit button before stringByEvaluatingJavaScriptFromString has finished. As stringByEvaluatingJavaScriptFromString seems to be on it's own thread with no way to know when it's finished (it doesnt call webViewDidFinishLoad), the only way to completely prevent users from tapping the Exit button that I can see is to only enable user interaction on the UIWebView after some delay, which is unreliable (how can I really know how long to delay for?). Am I correct in that stringByEvaluatingJavaScriptFromString is done on it's on thread, and I have no way of being able to tell when it's finished? Any other suggestions for how to get around this problem? EDIT: In short, what I want to know is if it is possible to disable a UIWebView while stringByEvaluatingJavaScriptFromString is executing, and re-enable the UIWebView when the javascript is finished. EDIT 2: There's an article here which seems to imply you can somehow poll the JS engine to see when it's finished, but I can't find any other references saying the same thing: http://drnicwilliams.com/2008/11/10/to-webkit-or-not-to-webkit-within-your-iphone-app/ EDIT 3 Based on the answer from Brad Smith, it seems that I actually need to know when the UIWebView has finished loading itself after the javascript has executed. It's looking more and more like I just need to put a delay of sorts in there.

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  • iPhone development using AS3 (Resources)

    - by woodscreative
    I've just realeased my first game developed for the iPhone using AS3 and the iPhone Packager http://itunes.apple.com/us/app/snapshot-paintball/id407362440?mt=8&uo=4 I want to take the game to the next level but I am not using the native iPhone SDK so I need some other ideas, I am fresh to iPhone development and it's hard to find good resources, any AS3 developers out there willing to share some links? Highscore frameworks and best practices, connecting to Facebook, ui classes/gestures. Thanks.

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  • Pass through touches to portion of UIWebView

    - by cannyboy
    I have a UIWebView. Using something like this: http://blog.evandavey.com/2009/02/how-to-make-uiwebview-transparent.html .. I have made the UIWebView transparent. I now need to be able to pass though touches on the webview to the view below, but only on a rectangular portion of the web view. So, imagine the webview is a square, and it has a square area in the centre which must pass-thru touches to the view below. Is there a way to do this?

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  • Load local Html file doesn't refer the js file in UIWebView

    - by Hero Vs Zero
    I am working with UIWebView project and I want to load an HTML file from a project resource. It is working fine when I run from the URL, but when I view the HTML file locally, JS files are not loaded. Loading the local HTML local file doesn't refer to js files in UIWebView. Here's my code to load the HTML file project local resource and does't refer the js file: NSString *path = [[NSBundle mainBundle] pathForResource:@"textfile" ofType:@"txt"]; NSError *error = nil; NSString *string = [[NSString alloc] initWithContentsOfFile:path encoding:NSUTF8StringEncoding error:&error]; NSString *path1 = [[NSBundle mainBundle] bundlePath]; NSURL *baseURL = [NSURL fileURLWithPath:path1]; NSLog(@"%@ >>> %@",baseURL,path); [webview loadHTMLString:string baseURL:baseURL]; This code doesn't find JS files in UIWebView, even though it loads image files from the project resource successfully.

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  • start function from another tab in UIWebView

    - by Marjan
    Hello, I have app which have two views implemented in Tabbar, one of them is UIWebView which shows some random html and second is mapView (route-me map), I have function in MapViewController.m which do sth stuff when is clicked on marker label - (void) tapOnLabelForMarker: (RMMarker*) marker onMap: (RMMapView*) map { NSLog(@"taponlabelformarker clicked"); self.tabBarController.selectedIndex=0; WebViewController *web = [[WebViewController alloc] init]; [web dajdasepije]; } and that function should call function which show html in uiwebview tab -(void)dajdasepije { NSLog(@" pokreni me njezno"); [webView loadRequest:[NSURLRequest requestWithURL:[NSURL URLWithString:@"http://www.google.com"]]]; } Problem is that UIWebView never show google page that I asked for it, NSLog prints out at terminal messages that function was called but nothing else happens. Please help, Thanks in advance. Marjan

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  • iphone webview dynamic font support

    - by Kiran
    Friends, I am trying to build a simple iphone application to view a local webpage that uses dynamic fonts. The url is www.eenadu.net. I have just a single view based application and inserted a webview into the view and implementing the webviewdelegate in viewcontroller. The site uses ttf/eot fonts that are dynamically downloadable by browser from http://www.eenadu.net/eenadu.ttf or http://www.eenadu.net/EENADU0.eot. Here is what I am doing in the code by doing some research: Code: ( void ) loadFont { NSString *fontPath = [[NSBundle mainBundle] pathForResource:@"eenadu" ofType:@"ttf"]; CGDataProviderRef fontDataProvider = CGDataProviderCreateWithFilename([fontPath UTF8String]); // Create the font with the data provider, then release the data provider. customFont = CGFontCreateWithDataProvider(fontDataProvider); CGDataProviderRelease(fontDataProvider); fontPath = [[NSBundle mainBundle] pathForResource:@"eenadu" ofType:@"eot"]; fontDataProvider = CGDataProviderCreateWithFilename([fontPath UTF8String]); // Create the font with the data provider, then release the data provider. customFont = CGFontCreateWithDataProvider(fontDataProvider); CGDataProviderRelease(fontDataProvider); } (void) viewDidLoad { [super viewDidLoad]; [self loadFont]; [webView setBackgroundColor:[UIColor whiteColor]]; NSString *urlAddress = @"http://www.eenadu.net/"; NSURL *url = [NSURL URLWithString:urlAddress]; NSURLRequest *requestObj = [NSURLRequest requestWithURL:url]; [webView loadRequest:requestObj]; } I see that the page loads however doesn't display the font. Please help. Also, For loadFont, I have included the fonts in the build with right names and took care of the case as well.

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  • WebView not responding when called from a method

    - by AragornSG
    I have an app with tabbar and webview. I'm trying to make the app come back to default url each time user taps the bar. Right now I'm intercepting taps and launching a method, however it's not affecting my webview. The same syntax for calling webview from awakeFromNib works, so I don't have a clue what's up. I suspect it's something to do with how I call the method, but I don't know what. Here is the code: #import "SecondViewController.h" @implementation SecondViewController - (void)awakeFromNib { NSString *loadURL = [NSString stringWithFormat:@"http://pageurl"]; // [secondView loadRequest:[NSURLRequest requestWithURL:[NSURL URLWithString:loadURL]]]; SecondViewController *ptr = [[SecondViewController alloc] init]; [ptr goToPage]; } - (void) goToPage { NSLog(@"go to page"); NSString *newURL = [NSString stringWithFormat:@"http://pageurl"]; [secondView loadRequest:[NSURLRequest requestWithURL:[NSURL URLWithString:newURL]]]; } Thanks fot your help!

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  • Skype Video Calling Comes To iPhone And iPod Touch

    - by Gopinath
    Skype 3.0 app for iPhone/iPod Touch lets you make video calls right from your iOS device to another iOS device or computer running Skype application. Skype blog post says This season is very special as we are releasing a new version of Skype for iPhone and iPod Touch with video calling. Skype video calling is supported over WiFi and 3G* data connections. You can enjoy video calls with users on all Skype desktop versions and with other Skype for iPhone, iPod Touch, and iPad users. You can make video calls in both portrait and landscape mode and use both front and back cameras. Users on iPhone 4, 3GS and iPod Touch (4th Generation) can enjoy full 2-way video calling. Users with iPod Touch (3rd Generation) and iPads can receive video. Download the app straight from AppStore This article titled,Skype Video Calling Comes To iPhone And iPod Touch, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • WalMart Slashes iPhone 3GS Price To 97$

    - by Gopinath
    WalMart store has slashed prices of iPhone 3GS 16GB model to 97$ with a two-year service contract. This offer saves you 100$ and it starts from today onwards. Apple slashes the prices of it’s products whenever they plan to release an upgraded version of the product. The slash  of iPhone 3GS has provided enough confirmation that Apple is planning to release next version of iPhone, unofficially dubbed as iPhone 4, in the upcoming WWDC conference. Click here to check the availability of iPhone 3GS stock at Walmart. Join us on Facebook to read all our stories right inside your Facebook news feed.

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  • iPhone Peripherals for Retailers

    - by David Dorf
    I saw RedLaser on the latest "Shopper" iPhone commercial on TV. Works great for consumers, but retailers will be more interested in a true barcode reader from someone like Infinite Peripherals, which also comes with a magstripe reader I previously mentioned the offerings from Square Verifone, and Mophie that allow swiping credit cards with an iPhone as well. So what's next? There's a decent list at WireLust that includes an IR dongle that turns your iPhone into a TV remote, armband monitors for use when exercising, and most recently a NFC/RFID reader. iCarte from Canadian firm Wireless Dynamics looks interesting. This device can be used for NFC payments and for reading RFID tags. The Canon printer I just bought for home has an iPhone app that lets me send iPhone pictures directly to the printer for printing. In that same vein, Seems like retailers could use bluetooth to print receipts on strategically place printers on the floor. I can't wait to see what they come up with for the iPad.

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