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  • iPhone 4.0 Screen Resolution and writing robust code...

    - by Magic Bullet Dave
    Does anyone know what will happen with existing apps when they run on the iPhone 4.0 in terms of the new screen resolution? I am assuming, just like developing for the iPad that there should be no hard coded screen resolutions in your code. I'd also like advice on the best way of writing robust code to work well on any device. For instance, detecting the screen resolution is not enough - on the iPad the screen is physically bigger so you can display more items on it. On the new iPhone the screen is the same physical size but higher resolution, so the likely thing is that you wont want to display more items, just higher resolution versions of them. Any help would be useful, Regards Dave EDIT: I have read the other similar posts, I guess what I really would like to know is what is the recommended way to write code for all App Store devices in a robust way so they a) all work b) make best use of the device.

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  • move data that retrieved from XML file to iPhone DataBase

    - by totato
    The idea for my project is : retrieve announcements from my website to my iPhone app (using XML file),then I want to make the users of my app can select any announcement he want and click button in ActionSheet which moves the selected announcement to "favorite announcements tableview" (have Database for favorite announcements) "as apple done in favorite contacts in phone app for iPhone ". So, I want to copy some of this data to specific database in my app (and display in tableview) , can I do this? how? any hints? thanks..

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  • Font families on the iPhone

    - by PurplePilot
    Normally in a web app i would put a font-family in the CSS something like this " font-family: "Helvetica Neue", Arial, Helvetica, Geneva, sans-serif;" This way i cover my bases as to whether the target browser can handle the various fonts and will fail gracefully if it is missing some. However that are only a limited number of fonts on the iphone and presumably if you only specify one, say Helvetica, the iPhone will always have that font and use it. So i don't really need a font-family. Do I?

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  • iPhone transparent images rendering poorly

    - by alku83
    I'm developing an iPad application. I have been provided with a PNG image that contains some transparency - basically a drop shadow. The problem I'm having is that this is rendering poorly within the application, both on the device and in the sim. I can't provide the whole image but I've made up some samples to illustrate. The first is how the image appears in the PSD (correctly that is). The second is how it appears on the device. You can see that the strip of shadow in the middle of the image is distinctly more yellow and poorly looking. Any ideas what I'm doing wrong?

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  • iPhone app not running on iPhone

    - by Jon
    I have my iPhone setup on my computer at home, with my developer account and provisioning profile. I'm trying to get it setup on my work computer so I can run work apps on it as well. My work has their own dev account. I created an app ID and privisioning profile on my personal account and downloaded it on my work computer but its not letting me compile and run on my iPhone. It says valid provisiong profile not found on executable.

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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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  • come on!teach u save photos from iphone to computer

    - by goodm
    i am using iphone ,when we have fun,we took a lot of nice pics ,but,that is a question,how to transfer photos from iphone to computer,now ,let me show you,step by step: Step 1: Download Tansee iPhone Transfer Photo free trial version here,and then install it. You also need iTunes above 7.3 installed.or download at: http://www.softseeking.com/prodail.aspx?proid=74 Step 2: Connect iPhone to your computer. Step 3: Launch Tansee iPhone Transfer Photo and all the photos in your iPhone will display automatically, Step 4: Select the photos to be transferred to your computer, the selected file will marked with red border. You can select photos by click on each one, or just drag a rectangle to select a bundle of photos. You can also select all photos by click right button of your mouse or click "File" to choose. Note: you can only select first 6 photos if you haven't purchase. Step 5: Click "Copy" button to select output path and start to transfer photos to your computer: iPhone Camera Photo & Camera Video: Click "Camera Roll", do as steps above can copy your iPhone Camera Photos and iPhone Camera Videos to PC. Options Setting 1.Backup File Format: To select backup photo file format, Tansee iPhone Transfer Photo support BMP and JPG file now. 2.Backup Path: To select directory for storing the backup photos. You can select backup directory for each photo during backup by check "Ask Every Time" or store all files in a specified directory by checking "Save Here" and select the directory in the edit box. 3.Backup Resolution: To select the photo size to be backup.

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  • Can get coordinates from iPhone simulator, but can't get coordinates from iPhone device

    - by iPhoneARguy
    Hi everyone, I've run into something of a mysterious bug (to me). I have some code to pick out the user's current location on the iPhone SDK. It works fine on the iPhone simulator, but when I try to run it on the actual device, I get a weird error. Here is the code (I am using ASIFormDataRequest to create a POST request): ASIFormDataRequest * request = [ASIFormDataRequest requestWithURL:url]; [request setPostValue:@"testauthor" forKey:@"author"]; [request setPostValue:[[NSNumber numberWithDouble:datum.location.coordinate.latitude] stringValue] forKey:@"latitude"]; NSLog(@"%f", datum.location.coordinate.latitude); NSLog(@"%f", datum.location.coordinate.longitude); [request setPostValue:[[NSNumber numberWithDouble:datum.location.coordinate.longitude] stringValue] forKey:@"longitude"]; [request setPostValue:datum.comment forKey:@"comment"]; On the simulator, NSLog does log both the latitude and longitude, but on the iPhone, it does not. Even stranger, when I go through with the debugger on the device, I try "po datum.location", I get <+###, -###> +/- 223.10m (speed 0.00 mps / course -1.00) @ 2010-05-02 22:18:37 -0400 (### replaced by my location) but when I do "(gdb) po datum.location.coordinate" I get: There is no member named coordinate. Do you guys have any idea why this might happen? Thanks in advance for your help!

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  • Your finger prints may unlock your iPhone and it’s digital wallets

    - by Gopinath
    The next version of iPhone is going to have a biometric sensor which may allow your finger prints to authenticate and authorize – unlock the device, sign in to an account, authorize a credit card transaction, etc . The iOS 7 beta 4 released couple of days ago had many traces of biometric software libraries embedded in the OS and they make it pretty clear that Apple is preparing a new iPhone with finger sensor. Biometric sensors are not something new in digital devices. Most of us have been already using them on your laptops to unlock the computers as well as to launch applications. Though these sensors are available in many devices, they are hardly reliable. My personal laptop has a biometric sensor and half of the time either it does not work or it does not recognize my finger prints. When works, it works like a charm and very easy to unlock my device. But Apple is known for delivering great products by nailing down technical challenges and blending technology with beautiful user interfaces.  They had been doing when Steve Jobs was leading the pack and hope his legacy will be carried forward by Tim Cook by delivering amazing products in coming months.  I expect iPhone finger sensors to work flawlessly. Photo credit: flickr/nettsu

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  • Updating games for iOS 6 and new iPhone/iPod Touch

    - by SundayMonday
    Say I have a game that runs full-screen on iPhone 4S and older devices. The balance of the game is just right for the 480 x 320 screen and associated aspect ratio. Now I want to update my game to run full-screen on the new iPhone/iPod Touch where the aspect ratio of the screen is different. It seems like this can be challenging for some games in terms of maintaining the "balance". For example if the extra screen space was just tacked onto the right side of Jet Pack Joyride the balance would be thrown off since the user now has more time to see and react to obstacles. Also it could be challenging in terms of code maintenance. Perhaps Jet Pack Joyride would slightly increase the speed of approaching obstacles when the game is played on newer devices. However this quickly becomes messy when extra conditional statements are added all over the code. One solution is to have some parameters that are set in once place at start-up depending on the device type. What are some strategies for updating iOS games to run on the new iPhone and iPod Touch?

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  • Wirelessly Sync Photos From iPhone To Computer Using CameraSync

    - by Gopinath
    How do you upload photos captured on your iOS device to your computer? By connecting the device using a cable and then syncing up with an app?? Ah..is’nt it a boring way. Here comes CameraSync – an app that lets you wirelessly send your iOS device photos to DropBox, so that you can access on your computer irrespective of the platform (Windows, Mac, Linux). By the way, this app works in the background and syncs the  files without disturbing  you. You don’t like DropBox? CameraSync works with a variety  of cloud services : Flickr, Amazon S3, iDisk, FTP and Box.net. If you looking for a step by step guide on how to setup CameraSync for DropBox then check this post. CameraSync cost $1.99 and runs on iOS4.0+ devices. CameraSync [iTunes App via Lifehacker] This article titled,Wirelessly Sync Photos From iPhone To Computer Using CameraSync, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • Should Android and iPhone UI be different?

    - by Phonon
    I'm not completely new to developing apps, but I'm at a point where I'm trying to develop something and deploy it on several mobile platforms. To only concentrate on two major ones, suppose I'm developing an app for Android and iPhone and designing UI and the general user interaction architecture. Both platforms give guidelines as to how their UIs should work. For example, most iPhone apps have the Navigation Bar (the one that says Testing 1 and has a Back button) and an Icon Bar for navigating a program, while Android uses an Options Menu fetched via a Menu button and the "back" navigation is handled with the physical Back button on the device. I've seen many apps that try to force the same UI on every platform. For example, custom-building an iPhone style Icon Bar and putting it in their Android apps, but it just doesn't quite look right to me and it feels like it violates UI design guidelines somewhat. Are there any good design patters for implementing something sufficiently similar on both platforms, yet still platform-specific enough so that the user would not feel out of their comfort zone? What do people usually do in these situations?

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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? The question is because I am using the MPMoviePlayerController and I need to know what resolutions to expect, so I can adjust the interface. thanks.

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  • ipad vide 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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  • What are the video formats supported by MPMoviePlayerController on the iPad?

    - 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? The question is because I am using the MPMoviePlayerController and I need to know what resolutions to expect, so I can adjust the interface. thanks.

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  • ipad video format [closed]

    - 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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  • Do not fetch app.manifest each time

    - by Kristof
    For creating an offline version of a bunch of linked web pages I use an app.manifest-file that lists all the web pages for offline caching. I would like it that the app.manifest file is not fetched every time when a user jumps from one web page to another. Most of the web pages will never be updated once the application is on the iPhone. Also the target audience is abroad so roaming costs could add up while users are using my "web app". Searching the internet made me think in the direction of forcing an offline mode in Mobile Safari using Javascript but I don't know if this is the right way to go or if it is even possible. Does anyone have any other and/or better ideas and suggestions on how to do this?

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  • NSLog crashing app using 3.1.3 software

    - by Matt Facer
    Hi guys - the other day I had a bug submitted for my app from a user on an ipod touch with 3.1.3 software. It was a strange bug as no-one else has submitted it yet. Long story short, it appears that anywhere where I have NSLog() in code it will actually crash the app. I tried stripping out ALL the code other than NSLog(@"hello") and running on my iphone (3.1.3) it indeed did crash. I removed the NSLog and it worked. Has anyone else had this problem?? PS) I am now aware that we shouldn't release an app with NSLog still in use... so they've all gone now!

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  • Signature invalid only for ad hoc

    - by brettr
    I'm not sure what changed on my ad hocs but I get this error when trying to install: Application failed codesign verification. The signature was invalid, or it was not signed with an Apple submission certificate. (-19011) Device debug builds fine. The cert that is associated with my ad hoc provisioning profile doesn't expire until 2011. I've searched Google but haven't found any applicable solution, except some mention about deleting and recreating the certs. Before I go down that rode, has any one experienced and resolved this issue? I'm using Xcode 3.2.3 and building against sdk 3.0.

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  • UITableView gives empty table, does not load data

    - by Alex L
    Hi, Everything works fine when the view that holds my table is the main (first) view. However, when it's not the first view and I switch into that view, my table does not load data and I get an empty table. Using NSLog I can tell that the program is not invoking numberOfRowsInSection and cellForRowAtIndexPath. I have <UITableViewDataSource, UITableViewDelegate>, IBOutlet UITableview *tableView all declared. They are also connected in the InterfaceBuilder. I tried using viewWillAppear and [tableView reloadData] but that did not help. I'm new to iPhone development and your help is appreciated!

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  • size of view not changing after frame change

    - by MikeNelson
    I have managed to do pretty complex things on iPhone but I am always stuck with views, frames, bounds, and simple stuff that defies any logic and don't work as expected. I have a self.view in my code and it has a lot of subviews on it. At some point of the code, I need to reduce the frame vertically to a specific size and later put it back as before. Then I have this code: [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:1.5]; // frame is changing to a newHeight (other parameters are the same as before) self.view.frame = CGRectMake (0, 0, originalWidth, newHeight); [UIView commitAnimations]; The result is simply, nothing. The view continues as before. The same size, the same position. No change. Why this kind of thing happens? how to solve that?

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