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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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  • 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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  • 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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  • 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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  • How to have SSL on Amazon Elastic Load Balancer with a Gunicorn EC2 server?

    - by Riegie Godwin
    I'm a self taught back end engineer so I'm learning all of this stuff as I go along. For the longest time, I've been using basic authentication for my users. Many developers are advising against this approach since each request will contain the username & password in clear text. Anyone with the right skills can sniff on the connection between my iOS application and my Django/Gunicorn Server and obtain their password. I wouldn't want to put my user's credentials at risk so I would like to implement a more secure way of authentication. SSL seems to be the most viable option. My server doesn't serve any static content or anything crazy of that sort. All the server does is send and receive "json" responses from and to my iOS application. Here is my current topology. iOS application ------ Amazon Elastic Load Balancer ------- EC2 Instances running HTTP Gunicorn. Gunicorn runs on port 8000. I have a CNAME record from GoDaddy for the Amazon Elastic Load Balancer DNS. So instead of using the long DNS to make requests, I just use server.example.com. To interact with my servers I send and receive requests to server.example.com:8000/ This setup works and has been solid. However I need to have a more secure way. I would like to setup SSL between my iOS application and my Elastic Load Balancer. How can I go about doing this? Since I am only sending json responses to my application, do I really need to buy a certificate from a CA or can I create my own? (since browsers will not be interacting with my servers. My servers are only designed to send json responses to my iOS application).

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  • Cisco 350 Bridge vxWorks connecting to IOS

    - by jinanwow
    I have 2 bridges one is a Cisco 350 Bridge with vxWorks as a non-root bridge w/o clients and another Cisco 350 Bridge running IOS set as Root Bridge. It seems no matter what configuration I can't seem to associate the vxworks to the IOS bridge. I have even tried swapping the roles and they still do not communicate. Any ideas how I can make the two connect, I would have upgraded the 350 to IOS as well but it will not upgrade. From my research it appears there is no way for these two devices to communicate but I wanted to be sure of that.

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  • iOS 5.0 AVAudioPlayer Error loading audio clip: The operation couldn’t be completed. (OSStatus error -50.)

    - by Jason Catudal
    So I'm trying to test out the audio player on the iPhone, and I went off Troy Brant's iOS book. I have the Core Audio, Core Foundation, AudioToolbox, and AVFoundation frameworks added to my project. The error message I get is in the subject field. I read like 20 pages of Google search results before resorting to asking here! /sigh. Thanks if you can help. Here's my code, pretty much verbatim out of his book: NSString *soundFilePath = [[NSBundle mainBundle] pathForResource:@"Yonah" ofType:@"caf"]; NSLog(@"%@", soundFilePath); NSURL *fileURL = [NSURL URLWithString:soundFilePath]; NSError *error; audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:fileURL error:&error]; if (!error) { audioPlayer.delegate = self; //audioPlayer.numberOfLoops = -1; [audioPlayer play]; } else { NSLog(@"Error loading audio clip: %@", [error localizedDescription]); } EDIT: Holy Shinto. I figured out what it was. I changed NSURL *fileURL = [NSURL URLWithString:soundFilePath]; to NSURL *fileURL = [NSURL fileURLWithPath:soundFilePath]; to the latter and I was getting a weird error, weirder than the one in the subject BUT I googled that and I changed my OS input device from my webcam to my internal microphone and guess what, it worked under the fileURLWithPath method. I'll be. Damned.

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  • Why does my iOS app crash when trying presentModalViewController?

    - by user555807
    I've been banging my head against this all day, it seems like something simple but I can't figure it out. I've got an iOS app that I created using the "View-based Application" template in XCode. Here is essentially the code I have: AppDelegate.h: #import <UIKit/UIKit.h> @interface AppDelegate : NSObject <UIApplicationDelegate> { UIWindow *window; MainViewController *viewController; } @property (nonatomic, retain) IBOutlet UIWindow *window; @property (nonatomic, retain) IBOutlet MainViewController *viewController; @end AppDelegate.m: #import "AppDelegate.h" #import "MainViewController.h" @implementation AppDelegate @synthesize window, viewController; - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { [self.window addSubview:viewController.view]; [self.window makeKeyAndVisible]; return YES; } - (void)dealloc { [viewController release]; [window release]; [super dealloc]; } @end MainViewController.h: #import <UIKit/UIKit.h> @interface MainViewController : UIViewController { } -(IBAction) button:(id)sender; @end MainViewController.m: #import "MainViewController.h" #import "ModalViewController.h" @implementation MainViewController ... -(IBAction) button:(id)sender { ModalViewController *mvc = [[[ModalViewController alloc] initWithNibName:NSStringFromClass([ModalViewController class]) bundle:nil] autorelease]; [self presentModalViewController:mvc animated:YES]; } @end There's nothing of interest in the ModalViewController. So the modal view should display when the button is pressed. When I press the button, it hangs for a second then crashes back to the home screen with no error message. I am stumped, please show me what I'm doing wrong!

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  • How can I handle unread push notifications in iOS?

    - by Bartserk
    I have a iOS 5.1 application that registers to the APNS service to receive notifications. The register is successful and I receive the notifications correctly. The problem comes when I try to handle the notifications. Once the application is running, the method didReceiveRemoteNotification in the AppDelegate is called correctly and so the notification is handled as intended. This, however, only happens when the application is running on the foreground. However, when the application is running on the background or is simply stopped, that method is not called. I've read that you should add some lines to the method didFinishLaunchingWithOptions method to obtain the notification from the userInfo dictionary, and handle it. This works just fine, but ONLY when the application is opened by clicking on the notification at the Notification Center. This means that if you open the application by clicking on its badge, or simply by changing context if you were running it on the background, the app never realises that a notification came in. Additionally, if more than one notification was received, we can only handle one of them at once by clicking on the Notification Center, which is a pain :-) Is there any way to read the pending notifications in the Notification Center? I know there is a way to flush them using the method cancelAllLocalNotifications but I haven't found a way to just read them. And I really need to handle all of them. I thought of implementing a communication protocol with the third-party notification server to retrieve the information again when the application comes to the foreground, but since the information is already in the operating system I would find it strange if it's impossible to access it somehow. So, does anybody know a way to do it? Thanks in advance.

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  • Rewarding iOS app beta testers with in app purchase?

    - by Partridge
    My iOS app is going to be free, but with additional functionality enabled via in app purchase. Currently beta testers are doing a great job finding bugs and I want to reward them for their hard work. I think the least I can do is give them a full version of the app so that they don't have to buy the functionality themselves. However, I'm not sure what the best way to do this is. There do not appear to be promo codes for in app purchase so I can't just email out promo codes. I have all the tester device UDIDs so when the app launches I could grab the device UDID and compare it to an internal list of 'approved' UDIDs. Is this what other developers do? My concerns: The in app purchase content would not be tied to their iTunes account, so if beta testers move to a new device they would not be able to enable the content unless I released a new build in the app store with their new UDID. So they may have to buy it eventually anyway. Having an internal list leaves a hole for hackers to modify the list and add themselves to it. What would you do?

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  • Correct way to switch between UIView with ARC. My way leads to memory leaks :( (iOS)

    - by Andrei Golubev
    i use xcode 4.4 with ARC on.. I have dynamically created UIViews in the ViewController.m: UIView*myviews[10]; Then in the - (void)viewDidLoad function i fill each of it with pictures i need myviews[viewIndex] = [[UIView alloc]initWithFrame:myrec]; UIImage *testImg; UIImageView * testImgView; testImg = [UIImage imageNamed:[NSString stringWithFormat:@"imgarray%d.png", viewIndex]; testImgView.image = testImg; viewindex++; So all seems to be fine, when i want to jump from one view to another i do with two buttons next: [self.view addSubview:views[viewIndex]]; CATransition *animation = [CATransition animation]; [animation setDelegate:self]; [animation setDuration:1.0f]; [animation setType:@"rippleEffect"]; [animation setSubtype:kCATransitionFromTop]; //[animation setTimingFunction:[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]]; [self.view.layer addAnimation:animation forKey:@"transitionViewAnimation"]; Nothing seems to be bad, but the memory consumption grows with huge speed when i switch between views.. and then i get low memory warning or sometimes application will just crash. I have tried to use UIViewController array and was switching between the controllers: nothing changes, the memory low warning is what i end up with.. Maybe i need to clean the memory somehow? But how? ARC does not allow to use release and so on.. last what i have tried (sorry, maybe not very professional) before to add new subview is this NSArray *viewsToRemove = [self.view subviews]; for (UIView *views in viewsToRemove) { [views removeFromSuperview]; } But this does not help either.. Please don't judge too strong, i am still new to iOS and Objective-c..

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  • How to re-enable the idle timer in ios once it has been disabled (to allow the display to sleep again)?

    - by lindon fox
    I have figured out how to stop an iOS device from going to sleep (see below), but I am having troubles undoing that setting. According to the Apple Documentation, it should just be changing the value of the idleTimerDisabled property. But when I test this, it does not work. This is how I am initially stopping the device from going to sleep: //need to switch off and on for it to work initially [UIApplication sharedApplication].idleTimerDisabled = NO; [UIApplication sharedApplication].idleTimerDisabled = YES; I would have thought that the following would do the trick: [UIApplication sharedApplication].idleTimerDisabled = NO; From the Apple Documentation: The default value of this property is NO. When most applications have no touches as user input for a short period, the system puts the device into a "sleep” state where the screen dims. This is done for the purposes of conserving power. However, applications that don't have user input except for the accelerometer—games, for instance—can, by setting this property to YES, disable the “idle timer” to avert system sleep. Important: You should set this property only if necessary and should be sure to reset it to NO when the need no longer exists. Most applications should let the system turn off the screen when the idle timer elapses. This includes audio applications. With appropriate use of Audio Session Services, playback and recording proceed uninterrupted when the screen turns off. The only applications that should disable the idle timer are mapping applications, games, or similar programs with sporadic user interaction. Has anyone come across this problem? I am testing on iOS6 and iOS5. Thanks in advance.

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  • iPhone app developed with SDK 4.2, requires backward compatibility with iOS 3.1.3 .. easy way?

    - by mrd3650
    I have built an iPhone app with SDK 4.2 however I know also want to make it compatible with iOS 3.1.3. First step was to set the Deployment Target to 3.1.3. It runs fine on the 3.2 Simulator but the app crashes at times since I'm using some methods which are not available in this early SDK. So my qestion is, is there a straight forward way to locate the offending methods/classes I'm using in my project which are not available in 3.1.3 ? (without manually going through each method call and consult with the docs for the SDK availability?) Thanks. UPDATE: I have executed the app on 3.1.3 and attempted to manually test each execution path with the hope of locating all exceptions. This was completed with some level of success. However, what if the application is huge? and there are lots of execution paths? There must be some tool for this scenario. Any thoughts are much appreciated.

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  • What's your advise on a potential legal suit? [closed]

    - by ohho
    I [xxx app developer] received an email from Apple that a developer [of yyy app] believes I am "infringing their copyright." Description of Issue: [xxx developer] copied my application (my application is [yyy]) feature by feature. Even their donation model is completely copied from my application. Their first release was significantly later than mine, which implies copying of the application rather than parallel development. I suffered significant financial losses because of their actions, in additional to promotion problems as many people are confused with their product. My advertising was based around the idea of a "free [yyy] application for an iPhone" and they have just taken that as a title for their application. I would appreciate if someone takes a look at their release schedule and compare it to my releases. Additionally, please take a look at their functionality and how it point by point copies the functionality of my older releases. I am asking Apple to remove their application from the App Store, and ban them from resubmitting it. Thank you for your time! [yyy developer], the developer of the [yyy] application. My response was: The code of [xxx] is written by myself, using Apple public API. The graphics elements are designed by myself. The user interface and app control are independently designed and different from other [similar type] apps (please judge yourself). In-app Purchase is iOS Apple standard API. iAd is Apple iOS standard API. I don't think features can be owned exclusively. In fact, my app comes with fewer features, as I prefer minimalist design. I don't think idea can be owned exclusively. Apple responded: Thank you for your response. Unfortunately, Apple cannot serve as arbiter for disputes among third parties. Please contact [yyy developer] directly regarding your actions. You can reach [yyy developer] through: [...]. We look forward to confirmation from both parties that this issue has been resolved. If this issue is not resolved shortly, Apple may be forced to pull your application(s) from the App Store. Then I sent my response above to [yyy developer]. [yyy developer] then asked me "to provide (my) legal address and contact details that (his) lawyer requires to file a copyright infringement suit." IMO, I don't think the [yyy developer]'s claim on "feature by feature" copy is valid. I have fewer features, completely different user interface design. However, I don't think I can afford a legal action for an app of so little financial return. So what's your advise on this? Should I just let Apple pull my app? Or is there any alternative I can consider? FYI ... UI of [xxx app]: and UI of [yyy app]:

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  • Extra fire simulation on iPad device

    - by Nezam
    I have with me an iOS app for iPad which creates a few fire simulations over a png.Well,its working well exactly how we wanted it but when we are testing it on a device,we get an extra fire simulation.Heres the screen: iPad Simulator: This is how it should display (iPad Simulation) iPad Device: This is how its displaying (iPad Device) M ready to share whichever portion of my code which gets me to my solution once someone gets hit here.Thanks in advance

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  • How to take first step for making 2d games in Xcode [on hold]

    - by josh
    I have 2 years experience in Xcode in business and socials Apps. Now I am going into 2d game development so I want to know that how to take first step for making 2d games in Xcode either using external framework or its native iOS games. Looking for game like angry bird. What are the key points I should keep in mind before jumping into 2d games development. Any suggestion or related helping materials share with me. Thanks.

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  • Why does XCode convert PNGs to CgBI format?

    - by Gdeglin
    According to the research done here http://imageoptim.com/tweetbot.html, Xcode's conversion of PNGs to the proprietary Apple CgBI format does not create a noticeable performance improvement. Their claim is that the conversion only reduces PNG loading speed by 1 nanosecond. If this is true, why does apple bother with the CgBI format at all? Has anyone else benchmarked loading CgBI images vs regular PNG images on iOS devices to see if they perform differently?

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  • Ubuntu One and iPad

    - by Martin G Miller
    I have installed the Ubuntu One app for my iPad 3 running iOS 6. It runs and asked to access my pictures folder on the iPad, which I granted. Now it just displays a splash screen for the Ubuntu One but does not seem to be doing anything else. I can't figure out how to get it to see my regular Ubuntu One account that I have had for the last few years and use regularly between various Ubuntu computers I have.

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  • Is the STL efficient enough for mobile devices?

    - by mx2
    When it comes to mobile game development on iOS and Android NDK, some developers write their own C++ containers, while others claim that STL is more than adequate for mobile game development (For example, the author of iPhone 3D Programming uses STL rather than Objective-C in his examples. His defense is that STL is no slower than Objective-C). Then there are also mobile developers who abandon C++ entirely and develop games entirely (or mostly) in the C language (C89/C90). What are the benefits and drawbacks of each approach?

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