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  • .NET to iOS: From WinForms to the iPad

    - by RobertChipperfield
    One of the great things about working at Red Gate is getting to play with new technology - and right now, that means mobile. A few weeks ago, we decided that a little research into the tablet computing arena was due, and purely from a numbers point of view, that suggested the iPad as a good target device. A quick trip to iPhoneDevCon in San Diego later, and Marine and I came back full of ideas, and with some concept of how iOS development was meant to work. Here's how we went from there to the release of Stacks & Heaps, our geeky take on the classic "Snakes & Ladders" game. Step 1: Buy a Mac I've played with many operating systems in my time: from the original BBC Model B, through DOS, Windows, Linux, and others, but I'd so far managed to avoid buying fruit-flavoured computer hardware! If you want to develop for the iPhone, iPad or iPod Touch, that's the first thing that needs to change. If you've not used OS X before, the first thing you'll realise is that everything is different! In the interests of avoiding a flame war in the comments section, I'll only go so far as to say that a lot of my Windows-flavoured muscle memory no longer worked. If you're in the UK, you'll also realise your keyboard is lacking a # key, and that " and @ are the other way around from normal. The wonderful Ukelele keyboard layout editor restores some sanity here, as long as you don't look at the keyboard when you're typing. I couldn't give up the PC entirely, but a handy application called Synergy comes to the rescue - it lets you share a single keyboard and mouse between multiple machines. There's a few limitations: Alt-Tab always seems to go to the Mac, and Windows 7's UAC dialogs require the local mouse for security reasons, but it gets you a long way at least. Step 2: Register as an Apple Developer You can register as an Apple Developer free of charge, and that lets you download XCode and the iOS SDK. You also get the iPhone / iPad emulator, which is handy, since you'll need to be a paid member before you can deploy your apps to a real device. You can either enroll as an individual, or as a company. They both cost the same ($99/year), but there's a few differences between them. If you register as a company, you can add multiple developers to your team (all for the same $99 - not $99 per developer), and you get to use your company name in the App Store. However, you'll need to send off significantly more documentation to Apple, and I suspect the process takes rather longer than for an individual, where they just need to verify some credit card details. Here's a tip: if you're registering as a company, do so as early as possible. The approval process can take a while to complete, so get the application in in plenty of time. Step 3: Learn to love the square brackets! Objective-C is the language of the iPad. C and C++ are also supported, and if you're doing some serious game development, you'll probably spend most of your time in C++ talking OpenGL, but for forms-based apps, you'll be interacting with a lot of the Objective-C SDK. Like shifting from Ctrl-C to Cmd-C, it feels a little odd at first, with the familiar string.format(.) turning into: NSString *myString = [NSString stringWithFormat:@"Hello world, it's %@", [NSDate date]]; Thankfully XCode's auto-complete is normally passable, if not up to Visual Studio's standards, which coupled with a huge amount of content on Stack Overflow means you'll soon get to grips with the API. You'll need to get used to some terminology changes, though; here's an incomplete approximation: Coming from a .NET background, there's some luxuries you no longer have developing Objective C in XCode: Generics! Remember back in .NET 1.1, when all collections were just objects? Yup, we're back there now. ReSharper. Or, more generally, very much refactoring support. The not-many-keystrokes to rename a class, its file, and al references to it in Visual Studio turns into a much more painful experience in XCode. Garbage collection. This is actually rather less of an issue than you might expect: if you follow the rules, the reference counting provided by Objective C gets you a long way without too much pain. Circular references are their usual problematic self, though. Decent exception handling. You do have exceptions, but they're nowhere near as widely used. Generally, if something goes wrong, you get nil (see translation table above) back. Which brings me on to. Calling a method on a nil object isn't a failure - it just returns nil itself! There's many arguments for and against this, but personally I fall into the "stuff should fail as quickly and explicitly as possible" camp. Less specifically, I found that there's more chance of code failing at runtime rather than getting caught at compile-time: using the @selector(.) syntax to pass a method signature isn't (can't be) checked at compile-time, so the first you know about a typo is a crash when you try and call it. The solution to this is of course lots of great testing, both automated and manual, but I still find comfort in provably correct type safety being enforced in addition to testing. Step 4: Submit to the App Store Assuming you want to distribute to more than a handful of devices, you're going to need to submit your app to the Apple App Store. There's a few gotchas in terms of getting builds signed with the right certificates, and you'll be bouncing around between XCode and iTunes Connect a fair bit, but eventually you get everything checked off the to-do list, and are ready to upload your first binary! With some amount of anticipation, I pressed the Upload button in XCode, ready to release our creation into the world, but was instead greeted by an error informing me my XML file was malformed. Uh. A little Googling later, and it turned out that a simple rename from "Stacks&Heaps.app" to "StacksAndHeaps.app" worked around an XML escaping bug, and we were good to go. The next step is to wait for approval (or otherwise). After a couple of weeks of intensive development, this part is agonising. Did we make it? The Apple jury is still out at the moment, but our fingers are firmly crossed! In the meantime, you can see some screenshots and leave us your email address if you'd like us to get in touch when it does go live at the MobileFoo website. Step 5: Profit! Actually, that wasn't the idea here: Stacks & Heaps is free; there's no adverts, and we're not going to sell all your data either. So why did we do it? We wanted to get an idea of what it's like to move from coding for a desktop environment, to something completely different. We don't know whether in a year's time, the iPad will still be the dominant force, or whether Android will have smoothed out some bugs, tweaked the performance, and polished the UI, but I think it's a fairly sure bet that the tablet form factor is here to stay. We want to meet people who are using it, start chatting to them, and find out about some of the pain they're feeling. What better way to do that than do it ourselves, and get to write a cool game in the process?

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  • How to pretend to be a Printer on iOS like the Apps Save2PDF or Adobe® CreatePDF?

    - by Lindemann
    I want to convert HTML to PDF on an iOS Device... ...but I dont want to load my HTML in a UIWebView, take a snapshot and generate an ugly PDF from this snapshot picture...because the text must be selectable for my purpose. I wonder how Apps like Save2PDF or Adobe® CreatePDF are able to converting multiple files into PDF and save them. I guess they don't generate the PDF's by their own, but get them from Apples Printing Framework. How does this Apps work?

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  • What are the implications of multi-tasking in iOS 4.0 for developers?

    - by MrDatabase
    I just watched this video from Apple that shows multi-tasking on the new iPhone (running iOS 4.0). What are the implications of multi-tasking to developers? Include both positives and negatives. For example what happens if the user decides to launch two resource-intensives apps at the same time, one of the apps crashes and progress in a game (for example) is lost. Should developers be considering this when writing apps for the new OS and phone?

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  • How to instantiate a particular view controller with storyboard in iOS at early stage of loading?

    - by dmirkitanov
    When using tabs with storyboard in iOS 5, some of them may take quite a long time to initialize when switching to it (for example, a tab containing GLKViewController). This happens because an amount of work in viewDidLoad method in this controller could be very big. Is there a way to initialize particular view controller (and call it's viewDidLoad method) defined in the storyboard at early stage - when an application starts? Having done this, the delay should be eliminated.

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  • As a person getting into mobile development, what's the best mobile platform in terms of profitability? [closed]

    - by Kyle Loman
    I realize this question can range very far so would love to hear any and all opinions on this. However, I'll be honest and say that I have been thinking of this in terms of most profitable. I know how this may sound either way but this is one of my main sticking points. I realize that I'm not guaranteed a single cent and success is never guaranteed but I'm going into this with the thought of making something out of it both financially and also for my own interest. I know that iOS gets a lot of attention on this front but Android commands a lot more market share. However, I know there are drawbacks to Android too, whether it's in the actual development process and programming (though I've heard conflicting reports on this, such as how easy/difficult it is for to address screen res in different devices) or the app ecosystem being flooded. But iOS's app ecosystem has been described as too saturated and harder to compete in for that reason. Since Windows Phone has fewer apps than both of those two, that might be the best place to start in order to be closer to the ground floor of the store and be noticed more? Less saturation = better chances of sales or differentiating? Something like the gold rush during the first years of the iOS App Store (not exactly but at least in concept)? Would it be that despite fewer users on the platform, there's more exposure due to less competition so that may translate to better success at sales? Plus, I know MS is in it for the long haul so I'm not too fearful of something like WebOS going away. Obviously RIM isn't very popular nowadays but I read a recent article that says Blackberry actually has the apps that make the most money, any thoughts on that: http://gigaom.com/mobile/which-mobile-oss-apps-make-most-money-surprise-its-blackberry/ Again, this is all I've heard or known about so if there's anything to add or correct here, please do. In addition, this has actually affected my next personal phone upgrade. I'm eligible for a carrier discount now and I've had my eye on the iPhone 5. However, the Lumia 920 is the one I'm holding out for and I'm open to trying an Android but I'm not sure I can wait that long for any new Nexus or even the Razr HD. Even the new Lumia in November is making me antsy, I'm so close to just getting an iPhone 5. But when I say this has affected my phone choice, I'd want to be able to carry the apps I write with me so that I'm able to pull my phone out to show people without having to carry around a second device to do so. So that's why I'd like to make my personal phone match the main platform I'm developing for. Of course, I will likely expand to other platforms if I gain any decent success but the one I target now would serve well as my personal phone I carry around so that I can use it as a marketing tool, in a sense, showing people my apps if the opportunity presents itself. So what's the best mobile platform to choose, and especially in regards to most lucrative? As said previously, this would influence my personal phone choice greatly. Thanks in advance and I hope this isn't taken the wrong way - I understand there are trade-offs and other factors that may balance this out but making some revenue is key among that. For some background, I have done software development and know programming language concepts so I'm not entirely new to it and I do get the notion of being familiar with these things so that I can translate this skill among a variety of languages but I'm currently just having difficulty choosing my first main mobile platform based on the criteria I've outlined above.

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  • How to detect which edges of a rectange touch when they collide in iOS

    - by Mike King
    I'm creating a basic "game" in iOS 4.1. The premise is simple, there is a green rectangle ("disk") that moves/bounces around the screen, and red rectangle ("bump") that is stationary. The user can move the red "bump" by touching another coordinate on the screen, but that's irrelevant to this question. Each rectangle is a UIImageView (I will replace them with some kind of image/icon once I get the mechanics down). I've gotten as far as detecting when the rectangles collide, and I'm able to reverse the direction of the green "disk" on the Y axis if they do. This works well when the green "disk" approaches the red "bump" from top or bottom, it bounces off in the other direction. But when it approaches from the side, the bounce is incorrect; I need to reverse the X direction instead. Here's the timer I setup: - (void)viewDidLoad { xSpeed = 3; ySpeed = -3; gameTimer = [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:@selector(mainGameLoop:) userInfo:nil repeats:YES]; [super viewDidLoad]; } Here's the main game loop: - (void) mainGameLoop:(NSTimer *)theTimer { disk.center = CGPointMake(disk.center.x + xSpeed, disk.center.y + ySpeed); // make sure the disk does not travel off the edges of the screen // magic number values based on size of disk's frame // startAnimating causes the image to "pulse" if (disk.center.x < 55 || disk.center.x > 265) { xSpeed = xSpeed * -1; [disk startAnimating]; } if (disk.center.y < 55 || disk.center.y > 360) { ySpeed = ySpeed * -1; [disk startAnimating]; } // check to see if the disk collides with the bump if (CGRectIntersectsRect(disk.frame, bump.frame)) { NSLog(@"Collision detected..."); if (! [disk isAnimating]) { ySpeed = ySpeed * -1; [disk startAnimating]; } } } So my question is: how can I detect whether I need to flip the X speed or the Y speed? ie: how can I calculate which edge of the bump was collided with?

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  • Layout of mathematical views (iOS)

    - by William Jockusch
    I am trying to figure out the right way to encapsulate graphical information about mathematical objects. It is not simple. For example, a matrix can include square brackets around its entries, or not. Some things carry down to sub-objects -- for example, a matrix might track the font size to be used by its entries. Similarly, the font color and the background color would carry down to the entries. Other things do not carry down. For example, the entries of the matrix do not need to know whether or not the matrix has those square brackets. Based on all of the above, I need to calculate sizes for everything, then frames. All of this can depend on the properties stored above. The size of a matrix depends on the sizes of its entries, and also on whether or not it has those brackets. What I am having a hard time with is not the individual ways to calculate sensible frames for this or that. It is the overall organizational structure of the whole thing. How can I keep track of it all without going crazy. One particular obstacle is worth mentioning -- for reasons I don't want to go into here, I need to calculate the sizes and frames for everything before I instantiate any actual views. So, for example, if I have a Matrix object, I need to calculate its size before I make a MatrixView. If I have an equation, I need to calculate the size of the view for the equation before I create the actual view. So I clearly need separate objects for those calculations. But I can't figure out a sensible class structure for those objects. If I put them all into a single class, I get some advantages because copying then becomes easy. But I also end up with a bloated class that contains info that is irrelevant for some objects -- such as whether or not to include those brackets around the matrix. But if I use a lot of different classes, copying properties becomes a real pain. If it matters, this is all in Objective C, for an iOS environment. Any pointers would be greatly appreciated.

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  • Sync Blocker Stops iTunes from Automatically Syncing

    - by ETC
    If you’re looking to put a end to iTunes overly aggressive syncing, Sync Blocker is a free application that puts an end to automatic iTunes synchronization and keeps your iPad, iPhone, iPod, and iPod Touch data from being accidentally deleted. There are settings within iTunes you can toggle and even keyboard shortcuts you can use to temporarily suspend the syncing while mounting your iOS device. If you want to skip that hassle, however, and rest easy knowing that your iOS device will only be synced and updated when you give an explicit go ahead, Sync Blocker is a free application for both Windows and Mac OS X machines that completely blocks iTunes from syncing without your permission. Previously $22, Sync Blocker is now free. Hit up the link below for additional information and to grab a copy of the software. Sync Blocker [Zelek Software via Addictive Tips] Latest Features How-To Geek ETC Macs Don’t Make You Creative! So Why Do Artists Really Love Apple? MacX DVD Ripper Pro is Free for How-To Geek Readers (Time Limited!) HTG Explains: What’s a Solid State Drive and What Do I Need to Know? How to Get Amazing Color from Photos in Photoshop, GIMP, and Paint.NET Learn To Adjust Contrast Like a Pro in Photoshop, GIMP, and Paint.NET Have You Ever Wondered How Your Operating System Got Its Name? Sync Blocker Stops iTunes from Automatically Syncing The Journey to the Mystical Forest [Wallpaper] Trace Your Browser’s Roots on the Browser Family Tree [Infographic] Save Files Directly from Your Browser to the Cloud in Chrome and Iron The Steve Jobs Chronicles – Charlie and the Apple Factory [Video] Google Chrome Updates; Faster, Cleaner Menus, Encrypted Password Syncing, and More

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  • difference between cocos2d-x vs cocos2d-js

    - by MFarooqi
    I'm just moving towards native apps... A friend of mine told me to start with cocos2d, I'm good in javascript. while searching google for cocos2d, and within cocos2d-x.org i found cocos2d-x cocos2d-JSB cocos2d-html5 cocos2d-Javascript I know what cocos2d-x is for.. and what cocos2d-html5 is for.. but what is cocos2d-JSB and cocos2d-Javascript.. Can somebody please tell me.. what exactly these 2 things are.. My questions are.. Can we developer 100%pure native apps/games in cocos2d-JSB and or cocos2d-javascrpoit. I also know cocos2d-JSB is javascript bindings.. but what does that exactly mean?.. Last but not least question.. what is cocos2d-Javascript for?.. does that work alone or we need cocos2d-html5 to make it previewable in IOS/Anroid/windowsPhone.. Please give me Details.. because i'm so confused... I want to develop native apps for IOS/Android and Windows. Thank you

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  • Mobile Connections in Las Vegas April 17-21

    - by Wallym
    I'll be speaking at Mobile Connections in Las Vegas.  The event is April 17-21.  The event is a cross platform mobile event.  There will be sessions on iOS, Android, WP7, Blackberry, and cross platform tools.  The sessions I am speaking on are:Introduction to Android via MonoDroid:This session will introduce writing native applications geared for the Android Platform based on .NET/C#/Mono. We’ll examine the overall architecture of MonoDroid, discuss how it integrates with Visual Studio, debug with MonoDroid, and look at a couple of example apps written with MonoDroid. This session is targeted to the .NET developer who wants to move to the Android mobile platform. While the session will be introductory for the Android platform, it will be intermediate/expert for those on the .NET platform.Web Development with HTML5 to target Android, iOS, iPadThis session will examine the features of the mobile browser, and how developers can leverage it to build applications that target mobile devices. This session is for developers looking to target Android, iPhone, WebKit based devices, and other devices through the mobile web with the same application code, development managers looking to Android, iPhone, WebKit based devices, and other devices through the mobile web with the same application code, and developers and development managers looking to build mobile web apps for devices that look like native apps. Attendees will be able to immediately begin building web applications that target the Android and iPhone platforms. The benefits of this approach are: Easy cross platform development No requirement to learn Objective-C/Xcode or Java/Eclipse Applications are immediately upgradeable. There is no requirement to go through the Marketplace or Appstore of either platform. Web developers are easier to find than Objective-C, Blackberry, WebOS, or Java programmerYou can register for the event and get $100 off via this link.

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  • Scalable solution for website polling

    - by Tom Irving
    I'm looking to add push notifications to one of my iOS apps. The app is a client for a website which doesn't offer push notifications. What I've come up with so far: App sends a message to home server when transitioning to background, asking the server to start polling the website for the logged in user. The home server starts a new process to poll for that user. Polling happens every so many seconds / minutes. When the user returns to the iOS app, the app sends a message to the home server to stop polling. The home server kills the process polling for the user. Repeat. The problem is that this soon becomes stupid: 100s of users means 100s of different processes. It's just not scalable in the slighest. What I've written so far is in PHP, using CURL to do the polling and I started with PHP a few days ago, so maybe I'm missing something obvious that could help me with this. Some advice would be great.

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  • What Technology can Render Medium Scale 3d Environments in a Web-Browser

    - by JakeM
    I intend to make a web application that displays 3d environments that can be navigated by dragging(with a finger or mouse depending on the platform). The web app will render 3d environments of development sites including contours, water pipeline locations, buildings etc. I am trying to decide what technology/libraries to use that will create a web-app that will work on Android-Web-Browser, iOS-Safari, IE9, Safari, Firefox and Chrome. And also what technology will provide speed in development. I understand that this is 'asking for my cake and eating it too'/'asking for the moon' but I don't know all the technologies out there - so there may be advanced libraries that can render 3d environments across many web-browsers including the main smart phone ones and I dont know of them. The 3d rendering would not be highly detailed buildings or water with effects, but rather simple 3d representations of these objects. The environment would be navigable by dragging around and you could view the landscape in layers(view only contour lines, view only underground pipelines, view only sewerage pipes, etc.). Are there any 3d libraries for web-browsers out there? Is there a way to run OpenGL(or OpenGL ES) through a webbrowser? What technology would you use if you were making this kind of app/web app that should work on desktop Windows, Android, iOS and WindowsPhone? Is there any technology I have failed to mention that would be good for this kind of project? I am tending towards a Browser Driven Web App because I get that cross platform ability(where it even works on linux and MacOS by using compatible web-browsers). Also I know of CSS3 transforms that can create cubes that can rotate in 3d space(NOTE only works for WebKit browsers - so no IE :( ). But I don't know if CSS3 is robust enough to render whole 3d environments? Do you think it could? Maybe I could use HTML5 canvas's for this? Can Google maps create custom 3d maps?

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  • If I implement a web-service, how do I respond to POST requests with JSON?

    - by Vova Stajilov
    I have to make a rather complex system for my diploma work. Logically it will consist of the following components: Database Web-service Management with web interface Client iOS application that will consume web-service I decided to implement all the first three components under .NET. Firstly I will create a database depending on the information load - this is clear. But then I need a web-service that will return data in JSON format for iOS clients to consume - that's obvious and not that hard to implement. For this I will use WCF technology. Now I have a question, if I implement the web-service, how will I be able to respond to POST requests with JSON? It probably involves WCF JSON or something related? But I also need some web pages as admin part, so will this web-application be able to consume my centralized web-services as well or I should develop it separately? I just want my web service to act like a set of controllers. There is a related question here but this doesn't quite reflect my question.

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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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  • Best way to update UI when dealing with data synchronization

    - by developerdoug
    I'm working on a bug at work. The app is written in Objective-C for iOS based device, for the iPad. I'm the new guy there and I've been given a hard task. Sometimes, the UIButton text property does not show the correct state when syncing. Basically, when the app is syncing, my UI control would say "Syncing" and when its not syncing it'll display "Updated @ [specific date]". Right now there is a property on the app delegate called "SyncInProgress". When querying / syncing, occurring on background thread, it updates a counter. The property will return a bool checking expression 'counter 0'. There are three states I need to deal with. Sync has started. Sync is updating tables. Sync finished. These items need to occur in order. My coworker suggested to take a state based approach instead of just responding to events. I'm not sure about how to go about that. Would it be best to have the UI receive a notification to determine what state its in or to pull every so often if state changed? Here are two posts that I put on stackoverflow, in the last few days, that relate to this. http://stackoverflow.com/questions/11025469/ios-syncing-using-a-state-approach-instead-of-just-reacting-to-events http://stackoverflow.com/questions/11037930/viewcontroller-when-viewwillappear-called-does-not-always-correctly-reflect-stat Any ideas that anyone might have to very much appreciated. Thanks, developerDoug

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  • Share text message on selected media

    - by Siddharth
    I want to share text data on player selected social media. Basically I want to implement functionality like following link represent for android. Send Text Content I want to give user a choice for sharing on Twitter, Facebook, Messaging, Gmail etc. Above link give proper guidance for my question. Here is code that work on android Intent sendIntent = new Intent(); sendIntent.setAction(Intent.ACTION_SEND); sendIntent.putExtra(Intent.EXTRA_TEXT, "This is my text to send."); sendIntent.setType("text/plain"); startActivity(sendIntent);Intent sendIntent = new Intent(); sendIntent.setAction(Intent.ACTION_SEND); sendIntent.putExtra(Intent.EXTRA_TEXT, "This is my text to send."); sendIntent.setType("text/plain"); startActivity(sendIntent); I don't know same functionality implementation in Unity. Basically at present I am targeting two platform for my game Android iOS I found answer for Android platform but I can't able to get answer of iOS platform. Share text message on selected media - Unity Forum Now I think my question is clear to all of you. So please help me to solve it.

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  • CLR Profiler Allocated Bytes and XNA ContentManager

    - by Vackup
    I've been fighting with XNA ContentManager and memory allocations for some weeks because I'm trying to port my game from XNA (Windows) to ExEn / Monotouch (iphone). The problem is that after playing a few levels, my game exits unexpectedly on a real iPhone device (not simulator). Profiling memory usage on Windows with CLRProfile, I found some useful stuff but I also found something I dont understand. If I use 2 ContentManagers (1 for shared assets and 1 for level assets), when profiling, "Allocated Bytes" grows and grows after level through level but Memory consumption measured by Windows Task Manager stays constant (down when I unload the content manager and up again when I load content). Obviously, I contentManager.Unload() when level ends. After a few levels my game exits unexpectedly on an iPhone device. If I use 1 content manager, "CRLProfiler Allocated Bytes" stays constant on Windows and on the iPhone; I can play the game normally and it doesnt exit unexpectedly. I use the same assets level through level. It seems like in ios (iPhone) when loading and unloading the same assets, it allocates memory and consumes all device memory, so the ios kill it. Can anybody explain me how this really works? I've read quite a bit, but I still don't understand what's going on.

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  • iOS: Interpreted code - where do they draw the line?

    - by d7samurai
    Apple's iOS developer guidelines state: 3.3.2 — An Application may not itself install or launch other executable code by any means, including without limitation through the use of a plug-in architecture, calling other frameworks, other APIs or otherwise. No interpreted code may be downloaded or used in an Application except for code that is interpreted and run by Apple’s Documented APIs and built-in interpreter(s). Assuming that downloading data - like XML and images (or a game level description), for example - at run-time is allowed (as is my impression), I am wondering where they draw the line between "data" and "code". Picture the scenario of an app that delivers interactive "presentations" to users (like a survey, for instance). Presentations are added continuously to the server and different presentations are made available to different users, so they cannot be part of the initial app download (this is the whole point). They are described in XML format, but being interactive, they might contain conditional branching of this sort (shown in pseudo form to exemplify): <options id="Gender"> <option value="1">Male</option> <option value="2">Female</option> </options> <branches id="Gender"> <branch value="1"> <image src="Man" /> </branch> <branch value="2"> <image src="Woman" /> </branch> </branches> When the presentation is "played" within the app, the above would be presented in two steps. First a selection screen where the user can click on either of the two choices presented ("Male" or "Female"). Next, an image will be [downloaded dynamically] and displayed based on the choice made in the previous step. Now, it's easy to imagine additional tags describing further logic still. For example, a containing tag could be added: <loop count="3"> <options... /> <branches... /> </loop> The result here being that the selection screen / image screen pair would be sequentially presented three times over, of course. Or imagine some description of a level in a game. It's easy to view that as passive "data", but if it includes, say, several doorways that the user can go through and with various triggers, traps and points attached to them etc - isn't that the same as using a script - or, indeed, interpreted code - to describe options and their conditional responses? Assuming that the interpretation engine for this XML data is already present in the app and that such presentations can only be consumed (not created or edited) in the app, how would this fare against Apple's iOS guidelines? Doesn't XML basically constitute a scripting language (couldn't any interpreted programming language simply be described by XML) in this sense? Would it be OK if the proprietary scripting language (ref the XML used above) was strictly sandboxed (how can they tell?) and not given access to the operating system in any way (but able to download content dynamically - and upload results to the authoring server)? Where does the line go?

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  • UIPopoverController gesture handling in UISplitViewController for iOS 5.1 and below

    - by 5StringRyan
    I've (along with many others) have noticed that Apple changed the appearance of the popover controller to use a "slider" window rather than the usual "popover" tableview that I've used. While I'm okay with the new appearance, like others I'm having issues with the swipe gesture that is introduced: iOS 5.1 swipe gesture hijacked by UISplitViewController - how to avoid? The fix for this seems to be to set the split view controller method "presentWithGesture" to "NO." UISplitViewController *splitViewController = [[UISplitViewController alloc] init]; splitViewController.presentsWithGesture = NO; This works great if the user is using iOS 5.1, however, if this code is run using iOS 5.0 or below, an exception is thrown since this method is only available for iOS 5.1: Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '-[UISplitViewController setPresentsWithGesture:]: unrecognized selector Is it possible to get rid of this gesture without using this method so that it's backwards compatible with iOS' 5.0 and below?

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  • How to encrypt the mobile configuration profiles in iOS (in OTA deployments)?

    - by user1353477
    I am trying to sign and encrypt .mobileconfig profiles for iOS devices. Signing works perfectly using openssl::pkcs7 sign function in ruby, however using encrypt function, I get an encrypted data but Safari fails to install the profile saying "Invalid Profile". There are two questions in this regard: Which data from the .mobileconfig profile is actually encrypted that goes into the .. section of the EncryptedPayloadContent ? Is the data in binary format (.der) or base64 encoded? Any help in this regard would be helpful as APPLE severly lacks any documentation in encrypting the profiles.

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  • Any way using JavaScript API via iOS? and problem with FQL queries responses.

    - by Assaf b
    Hi, I'm developing an iPhone application with FB connect, the JavaScript API includes really powerful methods like wait.on for combining requests... Any way using those API methods via iOS and Xcode? about the FQL responses, I'm using both: request:didReceiveResponse: AND request:didLoad: methods. all the FQL queries I send provoke didReceiveResponse but not all of them provoke the second one (didLoad). @"SELECT uid,eid FROM event_member WHERE uid in (select uid2 from friend where uid1=%d limit 100)", userID when the limit is 1-2 it provokes them all, when it grows too 100 (friends to fetch) it provokes only the first.. does anyone know this problem? Thanks!

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  • Why does cisco IOS require domain-name to be set before SSH keys can be generated?

    - by Daniel Papasian
    Is there a technical reason why IOS requires the device's domain-name to be set (via ip domain-name) before an SSH key can be generated? Is the domain-name used in any way in the generation of the key? Is there any way to force the generation of a key before the domain name is set? UPDATE: Myself (before I posted this question) and others in your answer seem to think it may be used as either a salt or a source of entropy for the key. Wouldn't the domain-name be very predictable? This doesn't seem like a suitable source of entropy.

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  • UIWebView Loading content properly on iOS 6 simulator but not on device?

    - by David Hegner
    I have encountered a weird bug with a released app. My UIWebView is no longer loading content on iOS 6, yet the content still displays in the simulator. The activity indicator displays properly but then it loads a blank url? Again, this only happens on a device, not on the simulator. To provide extra context (in the simulator the NSURLRequest is assigned the proper URL. When run on a device the value is nil.) Here is my code : -(void)loading { if(!self.webView.loading) [self.activityIndicator stopAnimating]; else { [self.activityIndicator startAnimating]; } } - (void)viewDidLoad { [self.webView addSubview:self.activityIndicator]; NSURLRequest *requestUrl = [NSURLRequest requestWithURL:self.url]; [self.webView loadRequest:requestUrl]; self.timer = [NSTimer scheduledTimerWithTimeInterval:(1.0/2.0) target:self selector:@selector(loading) userInfo:nil repeats:YES]; [super viewDidLoad]; NSLog(@"%@", requestUrl); }

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  • Android/ iOS how to determine small changes in distance using sensors?

    - by Tom
    I have been doing a bit of research, but I cannot seem to find a way to determine small distances (centimeters and meters) using the sensors in Android or iOS devices. Bluetooth appears too inaccurate and require more than one device, GPS only works over larger variations in distance, and small variations in rotation seem to make using the accelerometer nearly impossible. Is there a method that I am unaware of that would allow me to do such a thing? I am familiar with Calculus, so using Integrals to determine distance based on changes in time and velocity/ acceleration is not a problem for me, I just do not know how to determine those things. Thank you.

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  • How to manage memory for ios with large csv files?

    - by Pell000
    I'm new to ios development, and I'm running into issues relating to memory management and my approaches to dealing with large datasets. Right now, I am loading the csv files and storing the relevant data as objects in memory at app initialization. Some of the csv files are larger than 1MB, and in total, my app uses about 180MB of memory. This is obviously way too high of a number (unless the info I found is wrong and this is an acceptable number, then please let me know). I feel as though there is a fundamental flaw in my approach: is there a way I can avoid storing the csv files in the project itself? Or, is there a kind of "lazy" loading I can do so that I can simply look up info in the csv file, as opposed to loading all of the data from it at once? Any help would do. I think that I need a new perspective in how to manage this more efficiently.

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