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

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

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

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

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

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

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

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

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