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  • Alarm Clock settings proble,

    - by Viral
    Hello Friends, when i change 24/12 setting from my application at that time as soon as change iphone setting also change which i select from my application... Is it possible....? if yes than say me it's urgent...

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  • iphone Converting PDF/DOC files to iphone app

    - by satyam
    I'm trying to convert a PDF/DOC file into iphone application. For PDF, I'm using CGPDFDocument class and its crashing the application after some time. After googling I found that there's a bug with that framework. So, is there any alternative to using webview to show PDF/DOC files as an iphone application?

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  • Create iPhone app programmatically, in its entirety

    - by miorel
    I recently became interested in iPhone app development, so I've been looking at online tutorials, and also reading a book, trying out the examples as I go along. I'm getting better, but one of the things I still find quite annoying about the usual development model is that I really have no idea what the SDK is really doing behind the scenes to make the app "work" because Apple protects me from this. For example, when I make connections on interface builder, this presumably corresponds to code being generated somewhere... Where that code is and what it does and how it works are not obvious (to me). So I'm wondering, is it possible to create an iPhone app entirely programmatically? That is, have execution start in some main method, which will then programmatically create any views, register event listeners, etc. And if yes, what are some good resources for something like this?

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  • iPhone development time...

    - by Tisch
    I have been asked to develop a relatively simple iPhone application. However, it would be my first application. I am a fairly competent programmer and can turn my skills to a new language fairly quickly... what my question is, is... How long has it taken some of you guys to make your first iPhone application and what was your experience like? Also, if you can say this sort of information, how much did you charge for it?! Thanks in advance. Kindest Regards Tom

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  • Iphone video subtitles programmatic selection

    - by Marek
    I have some videos (mp4) with multiple language subtitles that can be read by an iphone. Users can select to view the subtitle and the language from the default iphone button in the video ui. I would like to be able to set a defalut programmatically, so that, for instance, an user can select a language just one time in the main screen and, from then on, all the videos will have that language subtitles on by default. I can't find anything in the official documentation. I tought about some workarounds like renaming srt files but i don't think it's possible witouht copying all the video files in the user documents dir (not an option).

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  • Why doesn't Apple make private APIs inaccessible?

    - by Howiecamp
    If Apple doesn't want developers using private APIs in the iPhone SDK, why don't they do something like mark the classes and/or methods with whatever the Objective-C equivalent of C#'s "internal" keyword? If the APIs are spread amongst multiple binaries, Apple could refactor them into dedicated private-API-only binaries to make this easier for them.

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  • PhoneGap's vibrate() and beep() functions break in iPhone, Android emulators

    - by Steve Nay
    I have a PhoneGap app that I'm testing on webOS, Android, and iPhone. I'm using physical devices as well as emulators (the ones that come with their respective SDKs, not the PhoneGap emulator). Part of the code uses the navigator.notification.vibrate() and navigator.notification.beep() functions. All the physical devices I'm using either perform the behavior or ignore it if they're not capable (e.g., the iPod can't vibrate). However, the emulators behave differently. The Android emulator kills the app whenever the beep() function is called. The iPhone emulator causes the app to hang whenever the vibrate() function is called. Is there any way to get the emulators to ignore those function calls when they are unable to execute them? That is, is there a way to get them to degrade gracefully so I can test the app both places without having to modify the code specifically for the emulators?

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  • SqlLite for iPhone issues/bugs/problems ?

    - by jAmi
    Hey there, I am planning to develop an iPhone application heavily relying on sqlite DB , from different links I have gone through this seems to be a great tool and has some really good support. As my app is still in the planning process I would like to ask if there are any Issues with SQLlite database ? from memory management to Queries and data sizes and multiple access etc; Please share your experience using SQLite DB in iPhone and what problems did you face? I just want to make a note of these exceptions so that I may plan my App well and do not have any issues raised in the middle of the development process. Thanx for your contribution.

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  • Sharing files between Mac and iPhone?

    - by senthilmuthu
    Hi, I want to share files between my iPhone and Mac. I saw a tutorial - we can do it through 2 ways such as 1) WebDAV server or 2) Bonjour. I know WebDAV needs a web server, but how can I do it through Bonjour ? Any tutorial ? Can I use Bonjour protocol only, without any FTP server to transfer files between iPhone and Mac ? Example app is in App store Files Lite, it uses both WebDAV and Bonjour. In that Bonjour uses HTTP.

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  • How to show a video stored on server on iphone

    - by Amitkumar
    Hi, I have a query regarding showing a video (which is stored on server) on iPhone. I want show a video in an iPhone Application. This is not live streaming. So how the video can be shown? I have read the Apple's documentation for HTTP streaming of video. Do I need to call a Web Service? Is there any tutorial for this? Thanks in advance..

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  • Open standard iPhone photo library application from iPhone app

    - by Vidas
    Hello, I need to open photo library from my iPhone app just like standard iPhone Camera application does. Is it possible? I don't want picking-style interface of UIImagePickerController - it has unnecessary controls like "Use" and "Cancel" buttons and does not have full photo library viewing functionality - zooming and sliding between photos etc. My goal is to navigate user to the photo library for viewing photos (with full functionality of viewing photos) and - when user has finished - return to my app - just like standard Camera application does when you preview last-taken photos.

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  • Implementing tracing gestures on iPhone

    - by bmoeskau
    I'd like to create an iPhone app that supports tracing of arbitrary shapes using your finger (with accuracy detection). I have seen references to an Apple sample app called "GestureMatch" that supposedly implemented exactly that, but it was removed from the SDK at some point and I cannot find the source anywhere via Google. Does anyone know of a current official sample that demonstrates tracing like this? Or any solid suggestions on other resources to look at? I've done some iPhone programming, but not really anything with the graphics API's or custom handling of touch gestures, so I'm not sure where to start.

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  • change launch image(default.png)??

    - by hemant
    i am quite new to iphone development but i have been given a old application and told to change the launch image(default.png)..i tried to google it but couldn't get much help from it?? how can i change the default image in my old application?? any information regarding it will be really helpful??

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  • Programatically get own Phone Number in iPhone OS 4.0

    - by sandy
    I am developing an iPhone application for jail broken phones and in this application I would like to fetch user's phone number. I have gone through the entire stackoverflow.com and found some relevant answers but all of them are obsolete and doesn't work with iOS 4.0 anymore. The most famous solution for this problem is NSString *num = [[NSUserDefaults standardUserDefaults] stringForKey:@"SBFormattedPhoneNumber"]; but as I mentioned this solution no more works with iOS 4.0 As my application is intended towards the jail broken phones and not intended the Apple app store so I am not worried about my app rejection, hence any private API will also work for me. Also please let me know if we can fetch IMSI number from SIM using any private APIs of iPhone

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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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  • Singelton on iPhone Simulator vs Singelton on real Device

    - by Helge Becker
    I am using a Singelton for some shared stuff. In the simulator, the app crashes ocasionally. Tracking the crash down shows that the the properties of my Singelton became dealocated. Those crashes never happend on a real device. Does the iPHone simulator handle memory managemend different? GC maybe? Changed the singelton to match this pattern. The iPhone Simulator dont crash now, but I am not sure about the memory handling on the real device. I assume that this solution will cause problems. What do you think?

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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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