Search Results

Search found 2691 results on 108 pages for 'ios 4'.

Page 2/108 | < Previous Page | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >

  • Updates for IOS AppStore Multiplayer Game

    - by TobiHeidi
    I am developing a multiplayer game for the web, android and ios. For the web and android i can instantly push out new versions of my game because they support executing remotly loaded code. But with IOS i need to wait for an Apple approval taking about 10 days. I want to push updates more then weekly. What if my server code changes so the client MUST update? Run an old version of the server code just for IOS? How do other multiplayer devs handle this ?

    Read the article

  • Official and unofficial apps in the iOS, WP7, and Android marketplaces

    - by Bil Simser
    The last few months have seen people complaining about the lack of "official" apps in the Windows Phone marketplace. In fact a couple of months ago I wrote about this very thing here and if we really needed these official apps or could get by with third-party solutions. Recently a list of "Top 100 Mobile Apps" crossed my desk and it was curious. 40 iPhone apps, 40 Android apps, 10 WP7 apps, and 10 BlackBerry apps. Really? 10 for WP7? So I wondered if the media was just playing this up and maybe continuing to do what I think most vendors are doing which is treating Windows Phone as the red-headed step-child you keep in the basement while all along there's nothing wrong with them. I put together the list and went digging to see how many of the top 40 iOS and Android apps were also on the Windows Phone platform (sorry BlackBerry, you should just shut your doors right now). Here's the results. Note, these are all *free* apps. There might be other pay apps that have official representation across all mobile devices, I just chose to hunt these ones down because I'm cheap. In the top 40, I easily plucked out 20 that had official apps on all three platforms. These were: Amazon Mobile, ESPN Score Centre, Evernote, Facebook, Foursquare, Google Search, IMDB, Kindle, Shazam, Skype (yes, I know, in beta on WP7), SlackerRadio, The Weather Channel, TripIt, Twitter, Yelp, Flixster, Netflix, TuneIn Radio, Dictionary.com, Angry Birds, and Groupon. Hey, that's pretty good IMHO. 20 or so apps, all free, and all fully functional and supported (and in some cases, even better looking on the Windows Phone platform than the other platforms). A dozen or so more apps had official apps on some platforms but not all, so yes, there are gaps here. Here's a rundown of the hangers-on: Adobe Photoshop Express This looks great on the iOS platform and there's even an official version on droid. Hope Adobe brings this to WP7. There are other photo editing programs though if you go looking (maybe we can get Paint.NET to be ported to the phone?) BBC News A few apps offer news feeds but nothing official on the Windows Phone. The feeds are good but without video this app needs some WP7 love. Dropbox Again Windows Phone looses out here with no official app. There are a few third party ones that will help you along and offer most of the functionality that you need but no integration that an official app might bring. Epicurious Droid seems to be the trailer here as there are apps for it but nothing official (from what I can tell). Both iOS and WP7 have them. Flipboard It's sad with Flipboard as it's such a great newsreader. The only offiical app is for iOS but frankly the iPhone version looks horrible so without a tablet the experience here isn't that hot. Maybe with WP8. Currently there's nothing even remotely similar to this on the other platforms. Google+ Is anyone still using this? No official app for WP7 but some clones. Apparently there's no API so people are just screen scraping. Ugh. Mint.com This app has all kinds of buzz and a lot of votes on the application requests site. Official apps for iOS and droid. No WP7 love (yet). TED Quite a few TED apps on WP7 but nothing official. I think the third party ones suffice and some are pretty nice looking, taking advantage of the Metro interface and making for a good show. WebMD There's a third party app on WP7 here but nothing official. It seems to contain all the same information and functionality the official apps do so not sure if an official one is needed but its here for inclusion. The other apps in the top 40 were either very specific to the platform (for example all three of them have a "Find my Phone" app). There are others that are missing out on the WP7 platform like ooVoo, Words With Friends, and some of the Google apps (Google Voice for example). Since you can integrate your GMail account right into the Windows Phone (via linked inboxes) I'm not sure if there's a need for an official GMail app here. Looking at the numbers Windows Phone still gets the worst of the deal here with half a dozen highly popular "offical" apps that exist on the other mobile platforms and in some cases, nothing even remotely similar to the official app to compare. This doesn't include things like Instagram, PInterest, and others (don't get me started on those). Still, with over 20+ highly popular free apps all represented on all three mobile platforms I don't think it's a bad place to be in. The Windows Phone platform could get a little more love from the vendors missing here, or at least open up your APIs so the third party crowd can step in and take up the slack. P.S. these are just my observations and I might have got a few items wrong. Feel free to chime in with missing or incorrect information. I am after all human. Well, most of me is.

    Read the article

  • App is getting run in iOS 5.1.1 but crashed in iOS 6.1.3

    - by Jekil Patel
    I have implemented below code but app has been crashed in iPad with iOS version 6.1.3,while running perfectly in iPad with iOS version 5.1.1. when I am scrolling table view continuously it is crashed in ios version 6.1.3. what could be the issue. The implemented delegate and data source methods for the table view are as given below. #pragma mark - Table view data source -(NSInteger)numberOfSectionsInTableView:(UITableView *)tableView { // Return the number of sections. return 1; } -(NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section { // Return the number of rows in the section. return [UserList count]; } -(CGFloat)tableView:(UITableView *)tableView heightForRowAtIndexPath:(NSIndexPath *)indexPath { return 70; } -(UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *CellIdentifier = @"Cell"; UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier]; //cell = [[[UITableViewCell alloc]initWithStyle:UITableViewCellStyleDefault reuseIdentifier:CellIdentifier] autorelease]; cell = nil; if (cell == nil) { // cell = [[[UITableViewCell alloc] initWithFrame:CGRectZero reuseIdentifier:CellIdentifier] autorelease]; cell = [[[UITableViewCell alloc]initWithStyle:UITableViewCellStyleDefault reuseIdentifier:CellIdentifier] autorelease]; } UIImageView *imgViweback; imgViweback = [[UIImageView alloc]initWithFrame:CGRectMake(0,0,0,0)]; imgViweback.image = [UIImage imageNamed:@"1scr-Student List Tab BG.png"]; UIImageView *imageView = [[UIImageView alloc] initWithFrame:CGRectMake(5, 10, 32, 32)]; UIImageView *imageView1 = [[UIImageView alloc]initWithFrame:CGRectMake(12, 5, 50, 50)]; UILabel *lblName = [[UILabel alloc] initWithFrame:CGRectMake(110, 5, 200, 40)]; //cell.backgroundColor = [UIColor clearColor]; //cell.alpha = 0.5f; CountSelected = 0; flagQuizEnabled = NO; if ([[[checkedImages objectAtIndex:indexPath.row] valueForKey:@"checked"] isEqualToString:@"NO"]) { // cell.imageView.image = [UIImage imageNamed:@"Unchecked.png"]; //imageView.image = [UIImage imageNamed:@"Unchecked.png"]; } else { //imageView.image = [UIImage imageNamed:@"Checked.png"]; } NSString *pathTillApp=[[self getImagePath] stringByDeletingLastPathComponent]; NSLog(@"Path Till App %@",pathTillApp); NSString *makePath=[NSString stringWithFormat:@"%@%@",pathTillApp,[[UserList objectAtIndex:indexPath.row ]valueForKey:@"ImagePath"]]; NSLog(@"makepath=%@",makePath); imageView1.image = [UIImage imageWithContentsOfFile:makePath]; [cell.contentView insertSubview:imgViweback atIndex:0]; [cell.contentView insertSubview:imageView atIndex:0]; [cell.contentView insertSubview:imageView1 atIndex:2]; lblName.text =[NSString stringWithFormat:@"%@ %@",[[UserList objectAtIndex:indexPath.row] valueForKey:@"FirstName"],[[UserList objectAtIndex:indexPath.row] valueForKey:@"LastName"]]; lblName.backgroundColor = [UIColor clearColor]; lblName.font = [UIFont boldSystemFontOfSize:22.0f]; //lblName.font = [UIFont fontWithName:@"HelveticaNeue Heavy" size:22.0f]; lblName.font = [UIFont fontWithName:@"Chalkboard SE" size:22.0f]; [cell.contentView insertSubview:lblName atIndex:3]; [imgViweback release]; [imageView release]; [imageView1 release]; [lblName release]; imgViweback = nil; imageView = nil; imageView1 = nil; lblName = nil; //cell.accessoryType = UITableViewCellAccessoryDetailDisclosureButton; return cell; } #pragma mark - Table view delegate -(void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath { NSLog(@"Values : %@", Val); }

    Read the article

  • Developing professionally for iOS, Android and web - an insight

    - by Scott Roberts
    This is not really a question on how to develop all three, I know various cross platform ways and so on. But I more want to know from developer standpoint how hard it is to basically develop iOS, Android and web apps? I am currently in my first job as a mobile/web developer. I have already developed my first iPhone/iPad app and now I have to develop the app for android because the web version I tried just didn't perform as well as needed and web databases just did not seem to make the cut. But I am not sure it's possible to be good at developing all 3 in terms of remembering all the api's etc. I wouldn't say I have an issue with the programming languages just how to use the api's for the various platforms. Also, all the other languages I look at, in my spare time, just feel like I am spreading myself to thin. Is it feasible for one person to be developing ios, android and web apps? Should I think about reducing it to iOS and web based apps? I develop everything by myself, so I have no one to discuss what the best solutions are for everything and I am just trying to workout as I go along. So any cross platform developers out there? Do companies have different teams for different platforms? Any insight would just help me get my head together. Hopefully this question makes sense.

    Read the article

  • Developing professionally for both iOS, Android, web - an insight

    - by Scott Roberts
    This is not really a question on how to develop for both, I know various cross platform ways and so on. But I more want to know from developer standpoint how hard it is to basically develop iOS, Android and web apps? I am currently in my first job as a mobile/web developer. I have already developed my first iPhone/iPad app and now I have to develop the app for android because the web version I tried just didn't perform as well as needed and web databases just did not seem to make the cut. But I am not sure it's possible to be good at developing all 3 in terms of remembering all the api's etc. I wouldn't say I have an issue with the programming languages just how to use the api's for the various platforms. Also, all the other languages I look at, in my spare time, just feel like I am spreading myself to thin. Is it feasible for one person to be developing ios, android and web apps? Should I think about reducing it to iOS and web based apps? I develop everything by myself, so I have no one to discuss what the best solutions are for everything and I am just trying to workout as I go along. So any cross platform developers out there? Do companies have different teams for different platforms? Any insight would just help me get my head together. Hopefully this question makes sense.

    Read the article

  • Developing an iOS app for a single device - licensing issue

    - by bfavaretto
    I'm developing an iOS app for a museum as a freelancer. It's a very simple video player, to be installed on a single iPad that will be part of a permanent exhibition, basically acting as a kiosk. It turns out the iPad is the ideal device for that if you're looking for a small and affordable touchscreen. The problem is: as far as I can tell, none of the Apple Developer Program options available will allow me to distribute an app like that. The relevant options are (from the link above): iOS Developer Program ($99/year) Select this program if you would like to distribute apps on the App Store as an individual, sole proprietor, company, organization, government entity or educational institution. iOS Developer Enterprise Program ($299/year) Select this program if you would like to develop proprietary apps for internal distribution within your company, organization, government entity or educational institution. The regular program requires distribution through the App Store. The Enterprise version is for internal distribution within my own organization. Neither is the case here! It seems like I'm doomed to violate Apple's terms of service (and I can think of at least two ways of doing that: jailbreaking, or changing the iPad's date so it won't know the provisioning profile expired). Is that really so, or did I get the descriptions wrong? Has anyone here been in a similar situation?

    Read the article

  • fatal: pathspec for removing folder in git

    - by Elnaz Shahmehr
    I want to remove a folder from a Git repository but I get an error. I tried several commands, and here you can see my errors: selnaz:iOS Lnaz$ ls iOS-Tidinfo mockup readme.txt selnaz:iOS Lnaz$ git rm -r -- iOS-Tidinfo/ fatal: pathspec 'tidinfo/iOS/iOS-Tidinfo/' did not match any files selnaz:iOS Lnaz$ git rm -r iOS-Tidinfo/ fatal: pathspec 'tidinfo/iOS/iOS-Tidinfo/' did not match any files selnaz:iOS Lnaz$ git rm -r iOS-Tidinfo/ fatal: pathspec 'tidinfo/iOS/iOS-Tidinfo/' did not match any files selnaz:iOS Lnaz$ git rm -r tidinfo/iOS/iOS-Tidinfo/ fatal: pathspec 'tidinfo/iOS/tidinfo/iOS/iOS-Tidinfo/' did not match any files

    Read the article

  • iOS Guidelines for Free vs. Paid apps

    - by unforgiven3
    A few months back, I was doing some recreational reading at the iOS Dev Center, and I came across a small list of guidelines for free vs. paid apps. It included guidance along these lines: How not to promote a paid version within a free version Not displaying "placeholder" buttons in a free version that "work" in a paid version I can't remember much more than that, and I cannot find it anymore on the iOS Dev Center. It's possible I imagined it entirely, but I doubt it - does anyone have a link to this information, or have a set of guidelines for free vs. paid apps in the App Store?

    Read the article

  • StereoMood Updates; Now Offers Free iOS/Android App

    - by Jason Fitzpatrick
    StereoMood, the popular music streaming service that lets you pick tunes based on your mood, just rolled out an update that includes two brand spanking new mobile apps–one for iOS and one for Android. Grab the free apps to enjoy mood-based tunes on go. For the unfamiliar, StereoMood creates enormous playlists of music categorized by moods–whether you’re feeling happy, relaxed, melancholy, or euphoric, there’s a StereoMood playlist to match. Hit up the links below to check out the web-app or grab a copy of the new mobile apps. StereoMood / iOS App / Android App Java is Insecure and Awful, It’s Time to Disable It, and Here’s How What Are the Windows A: and B: Drives Used For? HTG Explains: What is DNS?

    Read the article

  • HTML5 or Native Android/iOS application?

    - by Dimitris
    I would like to hear your opinion on this debate. I want to build a mobile application which will interact with a server and I was wondering what's the best way to do it. Build the entire application using the HTML5 technology and then just create native "browsing" apps for Android/iOS or to build the Android/iOS apps from scratch? Using the HTML5 will save considerable amounts of time but I don't know if the result will be equally good in both platforms. Building native apps will take much more time but the result will be definitely good. What do you think?

    Read the article

  • iOS : Creating a 3D Compass

    - by Md. Abdul Munim
    Originally posted here: iOS : Creating a 3D Compass Hi everybody, Quite new in this forum.Posted the same question in stackoverflow and there some people suggested to shift it here, so that I can get a quick help from more specialists in this regard. So what's the big matter? Actually, I want to make a 3D metal compass in iOS which will have a movable cover. That is when you touch it by 3 fingers and try to move your fingers upward the cover keeps moving with your fingers and after certain distance it gets opened.Once you pull it down using 3 fingers again, it gets closed.I can not attach an image here as I don't have that much reputation. So I request you to check the original question at stack overflow that I linked at top. Is it possible using core animations and CALayers? Or would I have to use OpenGL ES? Please someone help me out, I am badly in need of it.And I need to complete it asap!

    Read the article

  • AdMob ad is showing in iOS simulator, but not on iDevice

    - by Ben Toscano
    As the heading states, I can get my AdMob Ad to show in the iOS 5.1 and 6.0 simulator just fine, however, when running my application on my iOS 5.1.1 or 6.0 devices, there is just a blank space where the ad should be served. The code in my .m file is as follows: bannerView_ = [[GADBannerView alloc] initWithFrame:CGRectMake(0.0, 411.0 - GAD_SIZE_320x50.height, GAD_SIZE_320x50.width, GAD_SIZE_320x50.height)]; bannerView_.adUnitID = @"**myID**"; bannerView_.rootViewController = self; [self.view addSubview:bannerView_]; [bannerView_ loadRequest:[GADRequest request]]; //GADRequest *r = [[GADRequest alloc] init]; //r.testing = YES; //[bannerView_ loadRequest:r]; Furthermore, if I initiate testing of ads (see commented-out section), the test ad shows on both the simulator AND my iDevices, which is baffling me! What am I missing? Thanks for your help.

    Read the article

  • C++ Framework for iOS [closed]

    - by myrkos
    I am looking for a simple and easy C++ framework for iOS. Specifically, what I want it to wrap in a C++ API: Simple GUI system 2D Graphics User touch input and accelerometer Networking (UDP sockets) What I'm trying to do is port a multiplayer game to the iOS. I've seen cocos2d-x, but I don't know how stable it is and I don't think it supports networking. Oh, and I want it to be free and open source if possible. Android support is a plus but definitely not required.

    Read the article

  • Use Android NDK for portability with iOS?

    - by J-F L-R
    I am currently planning to implement a little painting app using OpenGL ES 1.1. I believe this question applies to any OpenGL ES project. I am starting development on Android and I would like to know if you would recommend writing the drawing logic (using OpenGL) in C++ with the NDK so it will easier to port to iOS, or to use the Java API and being locked on Android. The reason I am asking that is because I have seen mixed opinions on the Web about using the NDK (some people say it is an added level of complexity). From what I have already seen, I believe that I should go with the Java API since I am starting on Android and then, if I decide to go on iOS, to rewrite the OpenGL logic in Objective-C or C++. This should be pretty straightforward since the calls appear to be the same in both languages. What do you think? Am I right?

    Read the article

  • iOS 5 New Features vs Android

    - by kerry
    Browsing through the iOS 5 features list, I can’t help but notice a lot of it is catch up. Having owned both an iPhone and an Android for a considerable amount of time, I figured I would jot down my opinions. Notification Center – Completely ripped off from Android but looks good and is a much needed addition iMessage – This is very interesting as most people who would think it’s cool, probably really wouldn’t understand the significance.  Basically, Apple is adding an IM application to iOS.  Now iPhone / iPad users can sit around messaging each other how cool it is like Crackberry users circa 2003.  I guess the only real improvement over MMS is that you can easily setup groups, see when each other are typing, and don’t incur text messaging charges; at the expense of leaving your non-iOS buddies out (who wants to talk to those losers anyways?). Newstand – An app update and not an OS one (Apple typically doesn’t make distinctions).  It all seems like stuff my current Nook stuff will do.  Note: I did look to compare prices but it seems that information is not available without downloading iTunes.  lame. Reminders – TODO lists are ho hum, but the ability to have reminders when you arrive or leave a position is pretty cool. Twitter integration – The fact that the best Apple can come up with is ‘one at a timing’ online service integration is laughable at best. Camera – Can control it from the lock screen.  Now you’ll have tons of pocket lint photos in your iCloud to go along with the wicked shot of that cheetah that just unexpectedly ran by your apartment. Photos – Speaking of iCloud, all of your devices photos will be synced through it.  That’s cool I guess, not sure if Android will do the same. Safari – What?  You haven’t been reading rss feeds on your device this whole time?  Something tells me you aren’t about to start. PC Free – Finely Apple untethers the iPhone.  What took them so long? Game Center – This should be an interesting service.  Attention Apple fanboys immediately forget how they are blatantly copying Microsoft achievements (at least rename them). Wifi Sync – Just couldn’t cut the cord completely could they?  For what it’s worth, the Zune has been doing this for 5 years now. All in all a pretty big update.  Mostly iCloud.  Mostly keeping up the mobile status quo.  As an Android user, I can’t say there is anything I am envious of.

    Read the article

  • iOS chat application design, sending/relaying the message over to the end user

    - by AyBayBay
    I have a design question. Let us say you were tasked with building a chat application, specifically for iOS (iOS Chat Application). For simplicity let us say you can only chat with one person at a time (no group chat functionality). How then can you achieve sending a message directly to an end user from phone A to phone B? Obviously there is a web service layer with some API calls. One of the API calls available will be startChat(). After starting a chat, when you send a message, you make another async call, let us call it sendMessage() and pass in a string with your message. Once it goes to the web service layer, the message gets stored in a database. Here is where I am currently stuck. After the message gets sent to the web service layer, how do we then achieve sending/relaying the message over to the end user? Should the web server send out a message to the end user and notify them, or should each client call a receiveMessage() method periodically, and if the server side has some info for them it can then respond with that info? Finally, how can we handle the case in which the user you are trying to send a message to is offline? How can we make sure the end user gets the packet when he moves back to an area with signal?

    Read the article

  • Registering in the iOS developer program as a minor

    - by maxluzuriaga
    Hi there. Recently I started learning to develop Apps for iOS, and while the simulator is fine for starting out, I've gotten to the point that I really should be testing the Apps I write on an actual device. As I'm sure you are well aware, to do this you must be a member of the $99/year iOS developer program, which also allows you to publish on the App Store. I'm more than happy to pay the fee, but my problem is that I'm still a minor, and to join the developer program you must be over 18 in the U.S. (I'm not sure how it works in other countries). I've talked to a few others that were in a similar position, but their responses have been varied. From what I've gathered, the best course of action is to register in the name of one of my parents. My problem with this is that if I were to ever publish an App on the store, it would be ideal to have my name as the seller instead of my Dad's. It wouldn't be the end of the world if this happened, but as I said, this wouldn't be ideal. Now I turn to you; is this a good plan? Have any of you been in this position or known somebody who has? Any other tips would be greatly appreciated. Thanks!

    Read the article

  • Coordinate and positioning problem on iOS with cocos2d-x

    - by Vexille
    I'm using cocos2d-x alongside with Marmalade and running some tests and tutorials before starting an actual project with them. So far things are working reasonably well on the windows simulator, Android and even on Blackberry's Playbook, but on iOS devices (iPhone and iPad) the positioning seems to be off. To make things clearer, I put together a scene that just draws an image in the middle of the screen. It worked as expected on everything else, but this is the result I got on an iPhone: To get the coordinates for the center of the screen I'm using the VisibleRect class from the TestCpp sample. It just uses sharedOpenGLView to get the visible size and visible origin, and calculate the center from that. CCSprite* test = CCSprite::create("Ball.png", CCRectMake(0, 0, 80, 80) ); test->setPosition( ccp(VisibleRect::center().x, VisibleRect::center().y) ); this->addChild(test); Also I have a noBorder policy set on AppDelegate: CCEGLView::sharedOpenGLView()->setDesignResolutionSize(designSize.width, designSize.height, kResolutionNoBorder); One funny thing is that I tried to deploy the TestCpp sample project to some iOS devices and it worked reasonably well on the iPhone, but on the iPad the application was only being drawn on a small portion of the screen - just like what happened on the iPhone when I tried using the ShowAll policy.

    Read the article

  • How to make a iOS plugin for Unity3d

    - by DannoEterno
    I've passed last 2 days reading articles and book for understand how can i make a plugin for iOS in Unity. Basically i need just a demo for understand how it work. For now i've tried to make this process (with really poor luck): I've started a new project in Unity and writed a simple script using UnityEngine; using System.Collections; using System; using System.Runtime.InteropServices; public class CallPlugin : MonoBehaviour { [DllImport ("__Internal")] private static extern int test(); void Start () { Debug.Log(test()); } } Then i've created a project in Xcode with this simple script: extern "C"{ int test() { int che = 5; return che; } } Then i've tried: to put the .mm and .h in the Assets/Plugins/iOS = nothing to build the unity project and than add the .h and .mm in the Xcode project = nothing In Unity i will always get the EntryPointNotFoundException, so unity see the file but is unable to reach the method. The problem is... how?! :) Maybe i miss something or i've done something wrong? Thanks a lot for every help that you can give me :)

    Read the article

  • Ubuntu for Phones / Touch vs Android, IOS and BlackBerry OS

    - by Ome Noes
    Currently I have a LG Google Nexus 4 with lots of issues because of the latest android 4.3 update. Since the update my battery drains within 7 hours when in it's standby / idle and even faster when I use it normaly! Before the Nexus 4 I had an Iphone but got sick of IOS because for me it's to much of a closed operating system and I dislike having to work with either Windows or Itunes. At this point neither Google or LG is willing to provide me (and all the others that have similar Nexus 4 problems) with a solution or even a reaction... Also i'm not very fond of the idea that the NSA (and maybe others) can and is currently monitoring millions of Android, IOS and BlackBerry OS devices all over the world. Since i've been using Ubuntu now very happily for almost 5 years I see Ubuntu for Phones / Touch as the only remedy for all this BS. Please be so kind to let me know when you will have a fully functioning version of your Ubuntu for Phones / Touch ready for consumer use. I'm realy sad that the Ubuntu Edge campaign didn't work out and hope to see lots and lots of future smartphones outfitted with Ubuntu a.s.a.p.! Keep up the good work!

    Read the article

  • Solutions for iOS collaborative sync (iCloud CoreData, CouchDB)?

    - by mluisbrown
    I'm developing an iOS app where one of the features will be allowing users to share and collaborate on data (e.g. lists). From everything I've read and based on the way that iCloud CoreData sync works I assume that it would not be a good fit for the following reasons, but I wanted to make sure I wasn't missing anything, as I'd prefer not to use a 3rd party syncing solution if at all possible: iCloud sync of any kind (CoreData, Document or Key / Value pairs) can only ever be between devices that use the same iCloud account, so it's designed for a single user syncing data over multiple devices. Any kind of collaborative sync (several people editing the same document / list) simultaneously would be limited to everyone have the same iCloud account. Cases of people sharing the same iCloud account is usually limited to, for example, husband and wife or similar close relationships for a small number of people. iCloud Core Data sync is for ensuring that each sync'd device has the same data. It doesn't seem to allow syncing just a subset of the data, so scenarios in which each user has their own documents and is only sharing / collaborating on a subset of them are not supported. And I'm not even mentioning the well document problems with iCloud CoreData syncing which may or may not have been resolved with iOS 7. Given the above, it would seem that CouchDB (with TouchDB) would be a better option, as it seems to support everything I need. What other options are there that people can recommend?

    Read the article

  • Git Branch Model for iOS projects with one developer

    - by glenwayguy
    I'm using git for an iOS project, and so far have the following branch model: feature_brach(usually multiple) -> development -> testing -> master Feature-branches are short-lived, just used to add a feature or bug, then merged back in to development and deleted. Development is fairly stable, but not ready for production. Testing is when we have a stable version with enough features for a new update, and we ship to beta testers. Once testing is finished, it can be moved back into development or advanced into master. The problem, however, lies in the fact that we can't instantly deploy. On iOS, it can be several weeks between the time a build is released and when it actually hits users. I always want to have a version of the code that is currently on the market in my repo, but I also have to have a place to keep the current stable code to be sent for release. So: where should I keep stable code where should I keep the code currently on the market and where should I keep the code that is in review with Apple, and will be (hopefully) put on the market soon? Also, this is a one developer team, so collaboration is not totally necessary, but preferred because there may be more members in the future.

    Read the article

  • No provisioned iOS devices are available with a compatible iOS version

    - by tarmes
    I'm trying to test my app on an iPhone 3G, however I'm getting this error: No provisioned iOS devices are available with a compatible iOS version. Connect an iOS device with a recent enough version of iOS to run your application or choose an iOS simulator as the destination. Note that: The 3G has version 4.2.1 of iOS installed The iOS deployment target is set to version 4.2 The device has valid development profiles installed I'm using the latest Xcode 4 I'm at a loss. Can anyone help? Tim

    Read the article

  • Objective-C or C++ for iOS games?

    - by Martin Wickman
    I'm pretty confident programming in Objective-C and C++, but I find Objective-C to be somewhat easier to use and more flexible and dynamic in nature. What would be the pros and cons when using C++ instead of Obj-C for writing games in iOS? Or rather, are there any known problems with using Obj-C as compared to C++? For instance, I suspect there might be performance issues with Obj-C compared to code written in C/C++.

    Read the article

  • optimizing graphics for iOS flash game

    - by 1GR3
    Friend of mine and me are working on a flash developed iOS (and later Android) puzzle board game. He's a programmer and I'm a designer/developer so (no surprise) we have a different points of view. anyway, he's method: make small tiles (100x100px) in photoshop join them into the board and then in flash apply effects to the board to avoid repetition (80's not in the good way) my method: precompose the whole board (960x640px+bleed) in photoshop and than mask active and inactive areas in flash what do you think? thank you in advance!

    Read the article

< Previous Page | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >