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  • iPhone application build fails with "dyld: Library not loaded: /System/[...]" error? Why?

    - by Andrew J. Brehm
    For my own reasons and not for the app store I am referencing the Apple private framework Apple80211 in an iPhone app. I got the framework from an earlier version of the iPhone SDK. I added the "existing framework", verified that that absolute path to the framework is /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS4.0.sdk/System/Library/PrivateFrameworks/Apple80211.framework and tried to build the app. But the build (to device) fails with the error dyld: Library not loaded: /System/Library/PrivateFrameworks/Apple80211.framework/Apple80211 Referenced from: /var/mobile/Applications/3691587D-87AF-44EA-A505-F73D17F39B3B/iWire2.app/iWire2 Reason: image not found I cannot figure out why Xcode would look for the library in a /System path (instead of using the path given in the frameworks list) or how to change that behaviour. I tried the tricks I found here and elsewhere for similar (and identical) sitiations: Delete the myusername.* files in the xcodeproj bundle Delete the build directory Clean all targets Start new project Result is always the same. How can I add this (or a) framework to an iPhone project AND get Xcode to at least look at the library located where I point to rather than a location in /System?

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  • iTunes contact sync issue

    - by Tony
    Last night when I sync my contacts to my iPhone, it wiped 95% of my contacts on my iPhone :( I have tried to re-sync many times but no joy. I've even exported all my contacts into Windows Contacts (im using Vista), then tried to re-sync in iTunes using that. Note: I have the lastest iTunes and iPhone updates. Many thanks! Tony.

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  • Can I run iOS apps on my Mac?

    - by Ken
    I've seen a number of neat iPhone apps recently that I'd like to use. In particular, there are a number of neat musical apps (metronome, tuner, etc.) that seem highly rated, and have no real Mac equivalent. I don't have a recent iPod/iPhone/iPad (I don't need portability or a phone and it seems silly to pay hundreds of dollars to run $15 worth of apps), but I do have an Intel (C2D) Mac. Can the iPhone dev simulator, or any other emulator, download and run iPhone App Store apps?

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  • How to fix "failed codesign verification" of an iPhone project?

    - by Horace Ho
    Last night, the iPhone project was built perfectly. This morning, I installed XCode 3.2.3 in a separate folder. When I open the same project in the old XCode 3.2.2 and re-built the project. I got this warning: Application failed codesign verification. The signature was invalid, or it was not signed with an Apple submission certificate. (-19011) How can I fix it? Thanks!

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  • From a 3D modeler to an iPhone app - what are best practices?

    - by bonkey
    I am quite new in 3D programming on iPhone and I would like to ask for hints about organizing a work between designers and programmers on that platform. Most of all: what kind of tools, libraries or plugins cooperate the best on both sides. Although I consider the question as looking for general best-practices advice I would like to find a solution for my current situation which I describe further, too. I've already done some research and found following libraries: SIO2 Khronos OpenGL ES 1.x SDK for PowerVR MBX Unity3D Oolong Game Engine I've checked modellers or plugins to them giving output formats readable by those tools: obj2opengl Wavefront OBJ to plain header file converter Blender with SIO2 exporter iphonewavefrontloader Cheetah3D PVRGeoPOD for 3DS / Maya Unfortunately I still have no clear vision how to combine any of that tools to get a desinger's work in an application. I look for a way of getting it in the most possible complete way: models, lights, scenes, textures, maybe some simple animations (but rather no game-like physics), but I still got nothing. And here comes my situation: I would like to find right way to present few (but quite complicated) models from a single scene. The designers mostly use 3DS Max 9, sometimes 10 (which partly prevents using PVRGeoPOD) and are rather reluctant to switch to something else but if there's no other choice I suppose it would be possible. The basic rule I've already found in some places "use Wavefront OBJ" not always works. I haven't got any acceptable results with production files, actually. The only things worked fine were some mere examples. Some of my models did imported incomplete, sometimes exporters hung or generated enormous files not really useful on an iPhone, sometimes enabling textures (with GL_TEXTURE_2D) just crashed an app. I know it might be a problem with too complicated models or my mistakes coming from inexeperience but I am not able to find any guidelines for that process to have streamlined cooperation with designers. I am even willing to write some things from scratch in pure OpenGL-ES if it's necessary, but I would like to avoid what might be avoided and get the most from the model files. The best would be the effect I saw on some SIO2 tutorials: export, build & go. But at that moment I've got only "import, wrong", "import, where are textures?", "import, that almost looks fine, export, hang" and so on... Is it really so much frustrating or I am just missed something obvious? Can anybody share his/her experience in that field and tell what kind of software uses for "making things happen"?

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  • iPhone SDK / Core Data usage scenario, similar to GAE data store?

    - by boliva
    Hi all, I am currently rewriting a map based App which I wrote in the past, specifically for 2.2.1 devices. Originally I wrote it to make use of SQLite databases but I would like to try and migrate it over Core Data, now that it's available on 3.X (for which I am rewriting to). I am fairly experienced in iPhone/Obj-C development, SQL and server backend technologies, but I have never had the chance to work with Core Data so IDK really if it's the appropiate tool for what I am trying to accomplish. The App works on a limited area in a map over which there are about 4000 placemarks, with different kinds of icons and sizes. Of course not all 4000 placemarks are shown at once but only those currently visible in the map viewport, and depending on the zoom level. What I am doing right now is, after the user moves the map in any way (panning or zooming) I am requesting from the backend server the required information for the placemarks that would be visible given the viewport coordinates boundaries and zoom level, however the process isn't as smooth as I'd like (the backend is sending its response in XML and I am compressing it using gzip), it takes anywhere from 1 to 3 seconds to update the display of the placemarks after the user ends moving the map. What I would like to do is to prefetch all the placemarks data at the App launch and use it all through the app life time - I don't mind storing it for later use because the data should be dynamic. The way I would do it right now is, after retrieving all the data, to store it on an SQLite db which I would query later, whenever the user moves the map, to return only the placemarks inside the viewport coordinate boundaries and specific to a given zoom level. Now, the question itself is, if is it possible to use some more 'native', object driven way to carry this queries process, which got me thinking about Core Data and if it is in any way similar to what Google App Engine offers through its datastore where you can fetch a number of objects from the backend given a certain query or criteria, without resorting to an SQL query itself. Like I said before I don't have any experience on Core Data but I have a pretty deep understanding of Obj-C and iPhone development, as well as SQL databases. Any guides on how to achieve what I'm trying (if possible at all) would be greatly appreciated.

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  • iphone s/w version 3.1.2 (7D11) not supporting in XCode 3.1.4 SDK 3.1

    - by Shibin Moideen
    Hi, I just updated my iPhone OS to 3.1.2(7D11) but when i tried to debug application in my device its not working. It is showing Code Sign error: Provisioning profile 'AF7973F9-B977-44F5-98C4-0C1976A41B10' can't be found Also in the organizer window its showing "XCode cannot find the software image to install the version" Can anyone help me in solving this.. please help needed Thanks, Shibin

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  • How to force TTPhotoViewController reload image URL in iPhone?

    - by Teerasej
    Hi, everyone. I feel good when I use Three20 framework to create a good iPhone application if you didn't try it before, just go here to try. but the I want your help me to force TTPhotoViewController to reload the image after it initialized. At the moment, it seems load the exist image before and didn't active to viewDidLoad. Could you help me? or give me any advice?

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  • How to program a real-time accurate audio sequencer on the iphone?

    - by Walchy
    Hi... I want to program a simple audio sequencer on the iphone but I can't get accurate timing. The last days I tried all possible audio techniques on the iphone, starting from AudioServicesPlaySystemSound and AVAudioPlayer and OpenAL to AudioQueues. In my last attempt I tried the CocosDenshion sound engine which uses openAL and allows to load sounds into multiple buffers and then play them whenever needed. Here is the basic code: init: int channelGroups[1]; channelGroups[0] = 8; soundEngine = [[CDSoundEngine alloc] init:channelGroups channelGroupTotal:1]; int i=0; for(NSString *soundName in [NSArray arrayWithObjects:@"base1", @"snare1", @"hihat1", @"dit", @"snare", nil]) { [soundEngine loadBuffer:i fileName:soundName fileType:@"wav"]; i++; } [NSTimer scheduledTimerWithTimeInterval:0.14 target:self selector:@selector(drumLoop:) userInfo:nil repeats:YES]; In the initialisation I create the sound engine, load some sounds to different buffers and then establish the sequencer loop with NSTimer. audio loop: - (void)drumLoop:(NSTimer *)timer { for(int track=0; track<4; track++) { unsigned char note=pattern[track][step]; if(note) [soundEngine playSound:note-1 channelGroupId:0 pitch:1.0f pan:.5 gain:1.0 loop:NO]; } if(++step>=16) step=0; } Thats it and it works as it should BUT the timing is shaky and instable. As soon as something else happens (i.g. drawing in a view) it goes out of sync. As I understand the sound engine and openAL the buffers are loaded (in the init code) and then are ready to start immediately with alSourcePlay(source); - so the problem may be with NSTimer? Now there are dozens of sound sequencer apps in the appstore and they have accurate timing. I.g. "idrum" has a perfect stable beat even in 180 bpm when zooming and drawing is done. So there must be a solution. Does anybody has any idea? Thanks for any help in advance! Best regards, Walchy

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