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  • Moving 2d camera in the y direction

    - by Alex
    I'm developing a simple game for the iphone and am struggling to work out the best way for the camera to follow the main character. The following picture hightlights the three main components: There are 3 components to this: Circle - the main character Green line - terrain Black background The terrain is simply made from an array of points (approx 20 points per screen width). The terrain is moved in the x direction relative to the black background in order to keep the circle in its position shown. The distance to move the terrain is simply: movex = circle.position.x - terrain.position.x with a constant to fix the circle at some distance from the left of the screen. I am struggling to determine the best way to position the terrain in the y plane keep the focus in the character. I want to move the terrain in the y direction smoothly and not fix it to the position of the circle, so the circle can move in the y plane. If I take the same approach as the x positioning, the character is fixed at a point on the screen and the terrain moves. I could sample some terrain points either side of the character and produce an average, but in my implementation this was not smooth. I thought another approach might be to create a camera 'line' that is a smooth version of the terrain line and make the camerea follow this, but I'm not sure if this is the optimum solution. Any advice is much appreciated!

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  • Table image not showing, "Pop an autorelease pool" error

    - by Graeme
    hi, I have a UITableView which uses the following code to display an image in a Table View cell: cell.imageView.layer.masksToBounds = YES; cell.imageView.layer.cornerRadius = 5.0; UIImage *image = [UIImage imageNamed:[[color types] stringByTrimmingCharactersInSet:[NSCharacterSet whitespaceAndNewlineCharacterSet]]]; if ( image ) { cell.imageView.image = [image imageScaledToSize:CGSizeMake(50, 50)]; } It works fine on the iPhone simulator, but when I try it on a real iPhone the iPhone doesn't show. Instead in the console in debugging mode, I get this error: attempt to pop an unknown autorelease pool (0x851e00) Any help would be great, thanks.

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  • IPHONE DEVELOPMENT PROFILE EXPIRED - I TRIED EVERYTHING AND YES, I READ THE DOCS

    - by theiphoneguy
    I really combed this site and others. I read and re-read the related links here and the Apple docs. I'm sorry, but either I am obviously missing something right under my nose, or this Apple profile/certificate stuff is a bit convoluted. Here it is: I have a product in the App Store. I have updated it several times and users like it. My development profile recently expired just when I was improving the app for its next release. I can run the app in the simulator. I can compile and put the distribution build on my iPhone just fine. I went to the Apple portal and renewed the development profile. I downloaded it and installed it in Xcode. I see it in the Organize window. I see it on my iPhone. I CANNOT put the debug build on my iPhone to debug or run with Instruments. The message is that either there is not a valid signed profile or it is untrusted. I subsequently tried to download and install the certificate to my Mac's keychain. Still no success. I checked the code signing section of Project settings and also for the target and the root. All appears to indicate that it is using the expected development profile for debug. Yes, I had deleted the old profile from my iPhone, from the Organizer. I cleaned the Xcode cache and all targets. I have done all of this several times and in varying sequences to try to cover every possibility. I am ready to do anything to be able to debug with Instruments in order to check for leaks or high memory usage. Even though the distribution compile runs fine on my iPhone and plays well with other running processes, I will not release anything without a leaks/memory test. Any ideas will be appreciated. If I missed something obvious, please forgive me - it was not due to just posting a question without searching for similar postings. Thanks!

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  • IPhone Development Profile Expired

    - by theiphoneguy
    I really combed this site and others. I read and re-read the related links here and the Apple docs. I'm sorry, but either I am obviously missing something right under my nose, or this Apple profile/certificate stuff is a bit convoluted. Here it is: I have a product in the App Store. I have updated it several times and users like it. My development profile recently expired just when I was improving the app for its next release. I can run the app in the simulator. I can compile and put the distribution build on my iPhone just fine. I went to the Apple portal and renewed the development profile. I downloaded it and installed it in Xcode. I see it in the Organize window. I see it on my iPhone. I CANNOT put the debug build on my iPhone to debug or run with Instruments. The message is that either there is not a valid signed profile or it is untrusted. I subsequently tried to download and install the certificate to my Mac's keychain. Still no success. I checked the code signing section of Project settings and also for the target and the root. All appears to indicate that it is using the expected development profile for debug. Yes, I had deleted the old profile from my iPhone, from the Organizer. I cleaned the Xcode cache and all targets. I have done all of this several times and in varying sequences to try to cover every possibility. I am ready to do anything to be able to debug with Instruments in order to check for leaks or high memory usage. Even though the distribution compile runs fine on my iPhone and plays well with other running processes, I will not release anything without a leaks/memory test. Any ideas will be appreciated. If I missed something obvious, please forgive me - it was not due to just posting a question without searching for similar postings. Thanks!

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  • Cocos2d-iPhone: CCSprite positions differ between Retina & non-Retina Screens

    - by bobwaycott
    I have a fairly simple app built using cocos2d-iphone, but a strange positioning problem that I've been unable to resolve. The app uses sprite sheets, and there is a Retina and non-Retina sprite sheet within the app that use the exact same artwork (except for resolution, of course). There are other artwork within the app used for CCSprites that are both standard and -hd suffixed. Within the app, a group of sprites are created when the app starts. These initially created CCSprites always position identically (and correctly) on Retina & non-Retina screens. // In method called to setup sprites when app launches // Cache & setup app sprites [[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile: @"sprites.plist"]; sprites = [CCSpriteBatchNode batchNodeWithFile: @"sprites.png"]; hill = [CCSprite spriteWithSpriteFrameName: @"hill.png"]; hill.position = ccp( 160, 75 ); [sprites addChild: hill z: 1]; // ... [create more sprites in same fashion] // NOTE: All sprites created here have correct positioning on Retina & non-Retina screens When a user taps the screen a certain way, a method is called that creates another group of CCSprites (on- and off-screen), animating them all in. One of these sprites, hand, is always positioned identically (and correctly) on Retina & non-Retina screens. The others (a group of clouds) successfully create & animate, but their positions are correct only on Retina displays. On a non-Retina display, each cloud has incorrect starting positions (incorrect for x, y, or sometimes both), and their ending positions after animation are also wrong. I've included the responsible code below from the on-touch method that creates the new sprites and animates them in. Again, it works as expected on a Retina display, but incorrectly on non-Retina screens. The CCSprites used are created in the same way at app-start to setup all the initial sprites in the app, which always have correct positions. // Elsewhere, in a method called on touch // Create clouds cloud1 = [CCSprite spriteWithSpriteFrameName: @"cloud_1.png"]; cloud1.position = ccp(-150, 320); cloud1.scale = 1.2f; cloud2 = [CCSprite spriteWithSpriteFrameName: @"cloud_2.png"]; cloud2.position = ccp(-150, 335); cloud2.scale = 1.3f; cloud3 = [CCSprite spriteWithSpriteFrameName: @"cloud_4.png"]; cloud3.position = ccp(-150, 400); cloud4 = [CCSprite spriteWithSpriteFrameName: @"cloud_5.png"]; cloud4.position = ccp(-150, 420); cloud5 = [CCSprite spriteWithSpriteFrameName: @"cloud_3.png"]; cloud5.position = ccp(400, 350); cloud6 = [CCSprite spriteWithSpriteFrameName: @"cloud_1.png"]; cloud6.position = ccp(400, 335); cloud6.scale = 1.1f; cloud7 = [CCSprite spriteWithSpriteFrameName: @"cloud_2.png"]; cloud7.flipY = YES; cloud7.flipX = YES; cloud7.position = ccp(400, 380); // Create hand hand = [CCSprite spriteWithSpriteFrameName:@"hand.png"]; hand.position = ccp(160, 650); [sprites addChild: cloud1 z: 10]; [sprites addChild: cloud2 z: 9]; [sprites addChild: cloud3 z: 8]; [sprites addChild: cloud4 z: 7]; [sprites addChild: cloud5 z: 6]; [sprites addChild: cloud6 z: 10]; [sprites addChild: cloud7 z: 8]; [sprites addChild: hand z: 10]; // ACTION!! [cloud1 runAction:[CCMoveTo actionWithDuration: 1.0f position: ccp(70, 320)]]; [cloud2 runAction:[CCMoveTo actionWithDuration: 1.0f position: ccp(60, 335)]]; [cloud3 runAction:[CCMoveTo actionWithDuration: 1.0f position: ccp(100, 400)]]; [cloud4 runAction:[CCMoveTo actionWithDuration: 1.0f position: ccp(80, 420)]]; [cloud5 runAction:[CCMoveTo actionWithDuration: 1.0f position: ccp(250, 350)]]; [cloud6 runAction:[CCMoveTo actionWithDuration: 1.0f position: ccp(250, 335)]]; [cloud7 runAction:[CCMoveTo actionWithDuration: 1.0f position: ccp(270, 380)]]; [hand runAction: handIn]; It may be worth mentioning that I see this incorrect positioning behavior in the iOS Simulator when running the app and switching between the standard iPhone and iPhone (Retina) hardware options. I have not been able to verify this occurs or does not occur on an actual non-Retina iPhone because I do not have one. However, this is the only time I see this odd positioning behavior occur (the incorrect results obtained after user touch), and since I'm creating all sprites in exactly the same way (i.e., [CCSprite spriteWithSpriteFrameName:] and then setting position with cpp()), I would be especially grateful for any help in tracking down why this single group of sprites are always incorrect on non-Retina screens. Thank you.

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  • Here Is Official GMail App For iPhones & iPads

    - by Gopinath
    Its a great day for GMail users! Few hours ago Google pushed a new GMail web user interface to all the users and now they released GMail iOS App[iTunes Link]. After delaying several years Google at last released a native GMail application of iPhone, iPad & iPod touch. In a blog post, Google says We’ve combined your favorite features from the Gmail mobile web app and iOS into one app so you can be more productive on the go.It’s designed to be fast, efficient and take full advantage of the touchscreen and notification capabilities of your device. The iOS App includes almost all the features that are found on Android version of GMail app -  users can star, label, archive, access the Priority Inbox and push notifications for new mail alerts. It also includes standard touchscreen commands like pull down to refresh and swipe to scroll emails. Go and grab the GMail App from iTunes This article titled,Here Is Official GMail App For iPhones & iPads, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • iPhone/iPad SDK: homescreen/Photos style grid view?

    - by igul222
    I'm building an iPad app, and would like to use a "tiled" display with objects arranged in a grid, similar to the iPhone/iPad home screen and the iPad photos app. More examples of this interface: http://itunes.apple.com/us/app/flipside-hd/id364916273?mt=8 http://itunes.apple.com/us/app/evernote/id281796108?mt=8 Is there any pre-built way in the SDK to do this? If not, how should I go about creating my own?

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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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  • iPhone: Compressing .app files in command line (Mac OS X) removes CodeSigning

    - by Santthosh
    I am trying to do a simple build automation of my iPhone apps with TeamCity, but having this nagging issue.. When I manually pickup and install .app file from the build folder it works great (syncs smoothly with iTunes and I can see the app on my phone) But when I try to zip this with /bin/zip or ditto...then the zipped contents loose the CodeSigning (iTunes says that it cannot install this app because its not signed) I have tried different combinations of these.. ditto -ck --rsrc --keepParent HelloWorld.app HelloWorld.zip Any more ideas?

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  • app icon not showing in iphone simulator

    - by Ben Collins
    I have a 57x57 PNG file in the root of my bundle, and the "Icon file" setting in my .plist file has the correct filename, but when the app is installed to the simulator, the icon is the default grey/white one. I've tried deleting my app from the simulator (both through the simulator and through rm -rf on the app directory from the console), I've tried cleaning my target, and I've tried renaming my app icon, all to no avail. What do I have to do to get the icon showing?

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  • iPhone: Start or Download App if not exists from Safari

    - by Heinrich
    Hi, I know its possible to open an app from mobile safari using custom URL Handlers. Is it possible to open the App Store from Safari on the iPhone and automatically install the app? Or might it even be possible to open the app if it exists on the users device and to download it if it doesn't? Best, heinrich

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  • Component Development within SOA

    How do the concepts of component development work within SOA? Let’s first break this question down by defining what component development is. Component development is the process of implementing specific functionality in the form of small units of complied code that can be reused across multiple applications or product families. Typically, components are integrated with other components forming composite components. In general, most interaction between components is done through interfaces to promote loose coupling. The concept of loose coupling refers to the interconnections of components in a system so that their component dependences based on contracts defined by interfaces. A real life example of this can be experienced while using Legos to build a structure. If we consider each Lego block as a component, then when two more Legos are connected they form a composite component due to the fact that the structure is made up of multiple components.   It is important to note that composite components can be made from standard components and other composite components. Eventually as various components and composite components become interconnected a structure begins to form in the shape of an application or in the case of Legos in the form of Lego structure. Software components can loosely be defined as small units of related implemented functionality that can communicate with other components or may have dependencies on other components. Based on the definitions provide above, it is my personal opinion that SOA works well with the concepts of component development. The SOA architectural style focuses on creating loosely coupled services. Each service much like a component offers related functionality that can be accessed by various requesting clients.  In addition services can be derived just like components in that services can be built on other services to form composite services. In summary, the concepts of component development can work within SOA based on the example above.

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  • Essential management tools for a small/medium software development shop

    - by mikera
    I've recently started work with an organisation that is rapidly expanding and is recruiting or growing several development teams (including two web-based products and a data warehouse/BI team). They are basically working to agile methodologies but haven't formalised a standard way of working yet. Despite the fact that it is early days, I've been surprised by the lack of tools being used to manage the development processes (e.g. no issue tracker, no tool to manage the product backlog etc.) Although it's not my primary responsibility, I'd like to help them out with some recommendations on the most important tools they should get in place. What are the 3-5 top priority tools to establish for management of a good development shop? Why are they necessary? How do they improve the software development process, and how do I justify them to my bosses?

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  • Can a Guy with Embedded System Background go into Game Development

    - by NANDAGOPAL
    Well, I finished my Masters in Embedded Systems, and I am working in GUI development, and working with graphic tools and images and GUI's keep me glued to my seat more than working on code for MUP/MUC . And I want to give game development a Fair chance, try out developing a game from scratch using basic libraries then tryout the same in a free/open source game engine and there is a good chance I may fall in love with it, but it is poissible for a person with an Electrical and Electronics Bachelors and Embedded Systems Masters ( just a years experience in the field) go into game development and be successful in the profession. And I asked the same question @ stackoverflow.com (wrong place to ask ) http://stackoverflow.com/questions/13794822/can-a-guy-with-embedded-system-background-go-into-game-development/13794943#13794943 And I received good but a very generic answer. I would be happy to know the actual pro's and con's of a master's in embedded systems migrating to Game Dev

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  • Best Programming Language for Web Development

    - by Harish Kurup
    I am a Web Developer in PHP, and also know Javascript and some bit of CSS which is needed for web development. I use Symfony framework to build Websites and Web Application. As now i want to learn new Programming Language, which is best for Web Development(like Ruby, Python), as i have heard about Frameworks like Rails and Django. Which language will be best for Web Development apart from PHP or like PHP?

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  • MBO in software development

    - by Euphoric
    I just found out our middle sized software development company is going to implement MBO. As a big fan of Agile, I see this as counter-intuitive, because I believe it is impossible to create a objective, that is measurable. Especialy where creativity, experience, knowledge and profesionalism are important traits and expanding those are objectives and goals of many. So my question is, what is your opinion on using MBO in software development? And if there are development companies using MBO, either successfuly or unsucessfuly.

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  • Future of web development - Front-end > Back-end development?

    - by Jasson
    People used to say it's "better"/"Make more money" to do back-end programming (PHP, asp.net) instead of front-end(HTML, javascript) for web development. But I notice that HTML5, CSS3, WebGL, Javascript are gaining importance. We can even use HTML5, CSS3 and JAVASCRIPT for building mobile web applications(For both iphone/android) and even Windows 8 applications in the future! Does it mean new web developers should now focus on front-end development instead of server-side development?

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  • iOS Game that Runs Continuously in Background

    - by user2913669
    I'm trying to understand the most logical way of creating an iOS game that runs continuously in the background. For example.. you have tower and enemy waves. The game has endless enemy waves even when the game exits. When you open the game again, it will retrieve the data that occurred when the app was closed. I assume a database on a server would be the best solution. The values continuously increment on the server. The game connects to the server and retrieves the specific user's updated game data.

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  • What resources are available for iPhone development using AS3?

    - 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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  • iPhone App that only shows a webpage. Allowed in App Store? [closed]

    - by aioobe
    I'm building a mobile web-app. One of the requirements from my client is that the user should be able to install (through App Store) a program that displays the webpage. I'm thinking of either just displaying a UIWebView with the web-page or opening the webpage in the browser. This would be my first experience with App Store, so I'd like to ask: Would I run into any troubles regarding acceptance in App Store for such "just-show-whatever-the-server-gives-me" application?

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  • Problem running iPhone application on iPhone from Xcode (and in Instruments)

    - by Ben
    Hi I have a problem running one application on the iPhone from Xcode (or Instruments). When I try to run the app I get the error message Failed to upload XXX.app in the bottom left corner of Xcode. The strange thing is it actually uploaded the app to the iPhone but it doesn't start it (after this I can start the app by hand on the iPhone). So without being able to start the app from Xcode or instruments I have no chance of debugging/performance testing. Any advice on what might be going wrong here? The iPhone console shows me this: Thu Oct 1 14:25:18 unknown mobile_installationd[1976] <Error>: 00808e00 install_embedded_profile: Skipping the installation of the embedded profile Thu Oct 1 14:25:23 unknown SpringBoard[25] <Warning>: Reloading and rendering all application icons. Other applications work fine. I've tried this on two iPhones (both 3.1) with the same result. I am running Xcode 3.2 on SnowLeopard. Regards

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  • iPhone SDK 3.2 beta and iPhone SDK 3.1.2

    - by pratik
    Hello, Currently I am using iPhone SDK 3.1.2 for developing iPhone apps. Apple has recently released iPhone SDK 3.2 beta and I want to try my hands with it. But my problem is that I want to use both versions of SDKs, 3.1.2 since I am currently developing apps and uploading on app store, 3.2 beta to start trying the new version (but Apple will not accept apps on App Store, if developed using 3.2 beta) Please guide me. Regards, Pratik

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  • Compiling program that uses libpcap on Mac OSX using iPhone 3.1.1 SDK for use on iPhone

    - by Alan
    Hey SOV users, I have a question that I'm hoping some iPhone Developers may be able to help with. I had a look at statically compiling a binary on my Mac and moving it over to the iPhone for execution. I have managed to get this bit of it working by installing the iPhone 3.1.3 SDK on my Mac and setting the architecture to the iPhone in the gcc line as follows; /Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/gcc -I ~/Downloads/libpcap-1.1.1/pcap-compiled/ -arch armv6 -isysroot /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS2.1.sdk -o test test.c I have managed to successfully compile a "Hello World" C program and executed it on the iPhone with success. e.g. include int main() { printf("Hello, World!\n"); return(0); } This worked a charm. I am also using 'ldid' to sign the application (but only if necessary). Anyways, I have been trying to get a program to compile which uses libpcap (http://www.tcpdump.org/) but with little success. I have downloaded and installed libpcap-1.1.1 on my mac and set the configure --prefix to /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS2.1.sdk/usr/local and build the application. I then saw that the includes actually reside in Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS2.1.sdk/usr/includes and so moved the Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS2.1.sdk/usr/local/include files (which contained only the pcap stuff) to the correct location. I then attempted to compile the test program using; /Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/gcc -I /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.1.3.sdk/usr/include/ -arch armv6 -isysroot /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS2.1.sdk -o pcap pcap.c -lpcap This worked a lot better than other tests but produces an error; i.e. ld: library not found for -lcrt1.o collect2: ld returned 1 exit status Do you have any ideas as to how I can do this successfully? I've tried a load of different things but none seem to be successful. Basically, I just want to install (or add) some headers to the existing iPhoneOS SDK for use in compiling programs. Any ideas? Cheers, A

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  • iPhone StoreKit - invalid product id's

    - by Achim
    I'm trying to test the in App purchase within the sandbox environment. In order to test the code I a) created a In App Purchase Test User account under 'Manage Users' in iTunes Connect b) created some in app purchase products under 'Manage Your In App Purchases'. I used numeric values and alpha-numeric values for the Product ID's. c) Loaded the app onto the iPhone, went to Settings-Store and logged out of the regular store and into the under a) created test account d) set a breakpoint in the (void)productsRequest:(SKProductsRequest *)request didReceiveResponse:(SKProductsResponse *)response callback All the submitted Product ID's are in the response.invalidProductIdentifiers category. When submitting the request I use either the Product ID's used under b) directly or I tried to prefix them with the Bundle ID: NSString *id2 = @"com.super.duper.8"; NSSet *productList = [NSSet setWithObjects:id2, @"8", nil]; SKProductsRequest *request= [[SKProductsRequest alloc] initWithProductIdentifiers:productList]; Am I missing something obvious? Any help is appreciated. Achim

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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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