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  • Using in app purchase to unlock features vs. using free & paid app versions for iPhone

    - by yabada
    I have an app that I was going to release as a free (lite) version with some of the total functionality and a paid full version with advanced functionality. Now, with in app purchase for free apps I am thinking of going that route with the ability to unlock features as needed. I'm not talking about a trial version that expires.I want people to be able to try out the app and get an idea of the interface and functionality before deciding to purchase the full functionality of each major section of the app, basically. Here's an analogy of what my app would be like. Let's say you have a cooking app that teaches you to cook in different styles. There could be major section for French, Italian, and Chinese. Each section could have some rudiments unlocked in the free app so users can see the UI and basics of the functionality. Then, the user could decide to purchase each major section (or not) individually with in app purchase or buy the full versioned app (with the free/paid model). One concern I have with offering a free app with in app purchase would be with feedback. I would be very clear in my description in the app store that there is in app purchase for full features but I'm worried that less serious users could/would leave negative feedback. I suppose that's always a risk but curious about any experience with this. It also seems that it could be a whole lot more complicated keeping track of what portions of the app are locked and unlocked with in app purchase. I know I'd have to have all the code for the full functionality and "lock" the portions that haven't been purchased. How do people usually lock portions of their code? I'm not talking about the process of purchasing (I've read the In App Purchase Programming Guide) but after the purchase has been made. Would I just keep track of what the user has purchased and put conditionals on the sections that are initially locked? Or is there another way to do this as well? My instinct is for the in app purchase (particularly since users could purchase the major sections that they want individually).

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  • How i implent the CGContext function in iphone using objective-C?

    - by Rajendra Bhole
    Hi, I want to divide the circle using CGContext and following code of function, CGContextBeginPath (context); for (k = 0; k < count; k += 2) { CGContextMoveToPoint(context, s[k].x, s[k].y); CGContextAddLineToPoint(context, s[k+1].x, s[k+1].y); } CGContextStrokePath(context); The above code i want to implement inside following code instead of C5, C6 and C7 block, (void)drawRect:(CGRect)rect { // circle CGContextRef contextRef = UIGraphicsGetCurrentContext(); CGContextSetRGBFillColor(contextRef, 0, 0, 255, 0.1); CGContextSetRGBStrokeColor(contextRef, 0, 0, 255, 0.5); //CGContextFillEllipseInRect(contextRef, CGRectMake(100, 100, 150, 150)); CGContextStrokeEllipseInRect(contextRef, CGRectMake(100, 100, 150, 150)); CGContextRef c5= UIGraphicsGetCurrentContext(); CGContextSetLineWidth(c5, 2.0); CGContextSetStrokeColorWithColor(c5, [UIColor brownColor].CGColor); CGContextBeginPath(c5); CGContextMoveToPoint(c5, 175.0f, 175.0f); CGContextAddLineToPoint(c5, 100.0f, 175.0f); CGContextStrokePath(c5); CGContextRef c6= UIGraphicsGetCurrentContext(); CGContextSetLineWidth(c6, 2.0); CGContextSetStrokeColorWithColor(c6, [UIColor blueColor].CGColor); CGContextBeginPath(c6); CGContextMoveToPoint(c6, 175.0f, 175.0f); CGContextAddLineToPoint(c6, 175.0f, 250.0f); CGContextStrokePath(c6); CGContextRef c7= UIGraphicsGetCurrentContext(); CGContextSetLineWidth(c7, 02.0); CGContextSetStrokeColorWithColor(c7, [UIColor greenColor].CGColor); CGContextBeginPath(c7); CGContextMoveToPoint(c7, 175.0f, 175.0f); CGContextAddLineToPoint(c7, 175.0f, 100.0f); CGContextStrokePath(c7); } It is possible, if it is then how i should have implement?

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  • Signing in to Twitter from iPhone - is the cake poisoned?

    - by Tristan
    Hi there, I'm using MGTwitterEngine to add Twitter functionality to my app. It's very easy to simply prompt the user for a username and password and then start posting. Strangely, however, I've noticed other apps (eg Foursquare and Brightkite) require you to visit their website to associate your Twitter account with your foursquare/brightkite/whatever account. Why do they do it this way? Is there a reason why my app shouldn't prompt the user for a Twitter username and password, even though it would be so easy? Thanks a bunch! Tristan

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  • How to Pass byte array as parameter in url in iPhone?

    - by Jindal
    I am using following code to get bytes array. thx to this post. Data *data = [NSData dataWithContentsOfFile:filePath]; NSUInteger len = [data length]; Byte *byteData = (Byte*)malloc(len); memcpy(byteData, [data bytes], len); it is the right method to do so? Now, How i can pass bytes array into url? Thank You for Help,

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  • How build a custom control in Xcode for the iPhone SDK?

    - by mamcx
    I want to build a custom control to reuse in my project which consists of two UITextFields that are linked together + a label. It is starting to become repetitive across my App and smells of code duplication ;) However, I wonder what is the best aproach here. Is it best do everything by code in a controller or is posible do a visual thing like the ones built-in in Xcode?

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  • problem with showing modalviewcontroller in landscape mode in iphone?

    - by abhiTouchmagic
    hey hello... my application consist of a landscape view where i want to put a modalview but the problem is with modalview. it doesn't get load on presenting it.. code is: --------------------code here---------------------- UIViewController *modalViewController = [[UIViewController alloc] init]; modalViewController.view = modelView1; [self presentModalViewController:modalViewController animated:NO]; [self performSelector:@selector(hideSplash) withObject:nil afterDelay:5.0]; plz kindly help me with this....

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  • How to send sms and receive sms in Iphone sdk?

    - by monish
    Hi Guys, I need a help from ur side.Here I want to implement the sms functionality in my application.Is there anyway to or any documentation to implement this functionality. can anyone having sample code regarding to this? Anyone's help will be much appreciated. Thank you, Monish.

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  • How can I detect short phone numbers in iPhone web views?

    - by Pedro
    G'day All Most Australian phone numbers are 10 digits with the 1st 2 optional if they're a local area code. For those setting... viewer.dataDetectorTypes = UIDataDetectorTypePhoneNumber; on a web view works. We also have a range of 6 digit phone numbers (usually written xxx xxx or xx xxxx) which aren't being detected in my app. Is there a way to detect those phone numbers as well? Cheers & TIA, Pedro :)

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  • Loading data from a dictionary of dictionaries into an array in Objective C for an iphone app

    - by Kat
    I have a UINavigationController consisting of a tableview I want to load some data into. I have a dictionary plist containing Dictionaries for each Train Line which in turn have dictionaries for each station with the relevant information along with one string lineName. I need to collect the station Names keys and add them to an array to populate my table (This is working). The line names are stored as a string in my lines dictionary with the key being "lineName" Root->| | |->TrainLine1(Dictionary)->| | |-> lineName (String) | |-> Station1 (Dictionary) | |-> Station2 (Dictionary) | | |->TrainLine2(Dictionary)->| | |-> lineName (String) | |-> Station1 (Dictionary) | |-> Station2 (Dictionary) Am I going about this the wrong way? Should I reorganise my plist? The code below crashes the app. - (void)viewDidLoad { self.title = @"Train Lines"; NSString *path = [[NSBundle mainBundle] pathForResource:@"lineDetails" ofType:@"plist"]; NSDictionary *dictionary = [[NSDictionary alloc] initWithContentsOfFile:path]; NSMutableArray *array = [[NSMutableArray alloc] init]; NSMutableArray *lineNameArray = [[NSMutableArray alloc] init]; NSString *key; for (key in dictionary) { NSMutableDictionary *secondDictionary = [NSDictionary dictionaryWithDictionary:[dictionary valueForKey:key]]; [lineNameArray addObject:key]; NSLog(@"Adding this in array:%@", key); [array addObject:[secondDictionary objectForKey:kLineNameKey]]; } self.trainLines = array; self.trainLineKeys = lineNameArray; NSLog(@"Array contents:%@", self.trainLineKeys); [lineNameArray release]; [array release]; [dictionary release]; [super viewDidLoad]; }

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  • iPhone + OpenGL. How Do I Correctly Switch From Landscape to Portrait?

    - by dugla
    Because of the additional complexity of drawing via an EAGLView vs. a UIView I was wondering of someone has found a robust way to handle changing the device orientation from Landscape to Portrait. One approach is to tear down the framebuffer and rebuild from scratch which would require saving/retrieving scene state. The other would be far simpler: just rotate and resize the view. What is the best practice for this? Thanks, Doug

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  • iPhone landscape navigation back action shows vertical view transition?

    - by Code Shogun
    I have a regular UINavigationController and I push a series of UIViewController into the stack. The view transition for push controller is horizontal animation transition: [self.navigationController pushViewController:controller animated:YES]; However, when I press the Back button on the navigation bar, the view transition animation is vertical (vertically dropping down the previous controller/view). I don't seem to find any way to make this horizontal. This happens only in Landscape mode. Portrait mode the transition all happens as horizontal flip transition. Can anyone shed any light on this? Thanks

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  • iPhone - Have the keyboard slide into view from the right like when editing a note in Contacts

    - by Toon Van Acker
    Hello, I'm looking for a way to slide the keyboard into view from the right, like what happens in the Contacts application when you edit a note. My problem is that when I call [someTextView becomeFirstResponder] in viewWillAppear, the keyboard immediatly pops up with no animation. And when I call it in viewDidAppear, the view first slides in from the right (UINavigationController does the sliding), and then the keyboard slides in from the bottom. Is it possible to have the keyboard slide in from the right, together with the view?

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  • Why do I get "file is not of required architecture" when I try to build my app on an iphone?

    - by Dale
    My app seemingly runs fine in the simulator but the first time I hooked a phone up to my system and had it build for it I got a huge error log with things like: Build SCCUI of project SCCUI with configuration Debug CompileXIB HandleAlert.xib cd /Users/gdbriggs/Desktop/SCCUI setenv IBC_MINIMUM_COMPATIBILITY_VERSION 3.1 setenv PATH "/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin:/Developer/usr /bin:/usr/bin:/bin:/usr/sbin:/sbin" /Developer/usr/bin/ibtool --errors --warnings --notices --output-format human-readable-text --compile /Users/gdbriggs/Desktop/SCCUI/build/Debug-iphoneos/SCCUI.app/HandleAlert.nib /Users/gdbriggs/Desktop/SCCUI/HandleAlert.xib /* com.apple.ibtool.document.warnings */ /Users/gdbriggs/Desktop/SCCUI/HandleAlert.xib:13: warning: UITextView does not support data detectors when the text view is editable. Ld build/Debug-iphoneos/SCCUI.app/SCCUI normal armv6 cd /Users/gdbriggs/Desktop/SCCUI setenv IPHONEOS_DEPLOYMENT_TARGET 3.1 setenv MACOSX_DEPLOYMENT_TARGET 10.5 setenv PATH "/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin:/Developer/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin" /Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/gcc-4.2 -arch armv6 -isysroot /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.1.sdk -L/Users/gdbriggs/Desktop/SCCUI/build/Debug-iphoneos -F/Users/gdbriggs/Desktop/SCCUI/build/Debug-iphoneos -F/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.1.sdk/System/Library/Frameworks -filelist /Users/gdbriggs/Desktop/SCCUI/build/SCCUI.build/Debug-iphoneos/SCCUI.build/Objects-normal/armv6/SCCUI.LinkFileList -mmacosx-version-min=10.5 -dead_strip -miphoneos-version-min=3.1 -framework Foundation -framework UIKit -framework CoreGraphics -framework MessageUI -o /Users/gdbriggs/Desktop/SCCUI/build/Debug-iphoneos/SCCUI.app/SCCUI ld: warning: in /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.1.sdk/System/Library/Frameworks/Foundation.framework/Foundation, file is not of required architecture ld: warning: in /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.1.sdk/System/Library/Frameworks/UIKit.framework/UIKit, file is not of required architecture ld: warning: in /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.1.sdk/System/Library/Frameworks/CoreGraphics.framework/CoreGraphics, file is not of required architecture ld: warning: in /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.1.sdk/System/Library/Frameworks/MessageUI.framework/MessageUI, file is not of required architecture Undefined symbols: "_OBJC_CLASS_$_UIDevice", referenced from: __objc_classrefs__DATA@0 in SCAuthenticationHandler.o "_OBJC_CLASS_$_NSString", referenced from: __objc_classrefs__DATA@0 in CCProxy.o __objc_classrefs__DATA@0 in AlertSummaryViewController.o __objc_classrefs__DATA@0 in HomeLevelController.o __objc_classrefs__DATA@0 in SCAuthenticationHandler.o __objc_classrefs__DATA@0 in SCRequestHandler.o "_UIApplicationMain", referenced from: _main in main.o "_objc_msgSend", referenced from: _main in main.o _main in main.o _main in main.o -[SCCUIAppDelegate applicationDidFinishLaunching:] in and it just keeps going. At / near the bottom it says: ld: symbol(s) not found collect2: ld returned 1 exit status What am I doing wrong?

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  • iPhone Game Developers - What does your toolchain look like?

    - by slf
    For example: source control: git + adobe drive 3d: google sketchup - *.dae - blender - *.obj 2d: photoshop/illustrator - *.png audio: audacity - *.caf code: ArgoUML, Xcode, Textmate test: OCUnit build: rake, Xcode Feel free to mention any other tools that you think are awesome :) Changed to Community Wiki

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  • How do I read live camera data on the iPhone (like Microsoft Tag Reader)?

    - by Bill
    While the user is still in UIImagePickerController, I'd like to be able to get a UIImage representation of the image in the camera, make some changes to the image, and then display the altered image instead of the image coming directly from the camera. How can I do this? I tried setting a timer and calling takePicture, but calling it seemed to have no effect. The documentation says: Calling this method while an image is being captured has no effect. You must wait until the associated delegate object receives an imagePickerController:didFinishPickingMediaWithInfo: message before you can capture another picture. So how can I do this? I know that it's possible, since apps like Tag Reader are able to detect when something specific rolls in front of the camera. Thanks!

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  • What could cause this difference in behaviour from iphone OS3.0 to iOS4.0?

    - by frankodwyer
    I am getting a strange EXC_BAD_ACCESS error when running my app on iOS4. The app has been pretty solid on OS3.x for some time - not even seeing crash logs in this area of the code (or many at all) in the wild. I've tracked the error down to this code: main class: - (void) sendPost:(PostRequest*)request { NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; NSURLResponse* response; NSError* error; NSData *serverReply = [NSURLConnection sendSynchronousRequest:request.request returningResponse:&response error:&error]; ServerResponse* serverResponse=[[ServerResponse alloc] initWithResponse:response error:error data:serverReply]; [request.objectToNotifyWhenDone performSelectorOnMainThread:request.targetToNotifyWhenDone withObject:serverResponse waitUntilDone:YES]; [pool drain]; } (Note: sendPost is run on a separate thread for each invocation of it. PostRequest is just a class to encapsulate a request and a selector to notify when complete) ServerResponse.m: @synthesize response; @synthesize replyString; @synthesize error; @synthesize plist; - (ServerResponse*) initWithResponse:(NSURLResponse*)resp error:(NSError*)err data:(NSData*)serverReply { self.response=resp; self.error=err; self.plist=nil; self.replyString=nil; if (serverReply) { self.replyString = [[[NSString alloc] initWithBytes:[serverReply bytes] length:[serverReply length] encoding: NSASCIIStringEncoding] autorelease]; NSPropertyListFormat format; NSString *errorStr; plist = [NSPropertyListSerialization propertyListFromData:serverReply mutabilityOption:NSPropertyListImmutable format:&format errorDescription:&errorStr]; } return self; } ServerResponse.h: @property (nonatomic, retain) NSURLResponse* response; @property (nonatomic, retain) NSString* replyString; @property (nonatomic, retain) NSError* error; @property (nonatomic, retain) NSDictionary* plist; - (ServerResponse*) initWithResponse:(NSURLResponse*)response error:(NSError*)error data:(NSData*)serverReply; This reliably crashes with a bad access in the line: self.error=err; ...i.e. in the synthesized property setter! I'm stumped as to why this should be, given the code worked on the previous OS and hasn't changed since (even the binary compiled with the previous SDK crashes the same way, but not on OS3.0) - and given it is a simple property method. Any ideas? Could the NSError implementation have changed between releases or am I missing something obvious?

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  • iPhone UITableView stutters with custom cells. How can I get it to scroll smoothly?

    - by Charles S.
    I'm using a UITableView to display custom cells created with Interface Builder. The table scrolling isn't very smooth (it "stutters") which leaves me to believe cells aren't being reused. Is there something wrong with this code? - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *CellIdentifier = @"TwitterCell"; TwitterCell *cell = (TwitterCell *)[tableView dequeueReusableCellWithIdentifier:CellIdentifier]; if (cell == nil){ //new cell NSArray *topLevelObjects = [[NSBundle mainBundle] loadNibNamed:@"TwitterCell" owner:nil options:nil]; for(id currentObject in topLevelObjects) { if([currentObject isKindOfClass:[TwitterCell class]]) { cell = (TwitterCell *)currentObject; break; } } } if([self.tweets count] > 0) { cell.lblUser.text = [[self.tweets objectAtIndex:[indexPath row]] username]; cell.lblTime.text = [[self.tweets objectAtIndex:[indexPath row]] time]; [cell.txtText setText:[[self.tweets objectAtIndex:[indexPath row]] text]]; [[cell imgImage] setImage:[[self.tweets objectAtIndex:[indexPath row]] image]]; } else { cell.txtText.text = @"Loading..."; } cell.selectionStyle = UITableViewCellSelectionStyleNone; return cell; }

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  • My iPhone app needs a persistent network connection...how to specify UIRequiredDeviceCapabilities?

    - by Greg Maletic
    I'm trying to set the UIRequiredDeviceCapabilities properties in my Info.plist file. My app requires a persistent network connection. If I look at the definition for the "wifi" key, it says: Include this key if your application requires access to the networking features of the device. So: does the "wifi" key indicate that I need WiFi, as the key name would suggest? Or does it mean that I simply need network access, as the key definition would suggest?

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  • IPhone sdk, more accurate collision detection and set the frame/bounds of UIImageView...

    - by Harry
    Hey, Im having a big problem with my app at the moment, its all too inaccurate. I have a image of a ballooon, https://dl.dropbox.com/u/2578642/Balloonedit.png And i have a dart which if it collides into the balloon the game ends. At the moment i am populating the image of the balloon with 8 UIImageViews. and i am detecting if the dart hits them, this was suppose to make it really accurate but its not, the dart pretty much passes through the balloon when its meant to collide, so i have a plan, is there any way to detect when the dart hits the actual image of the balloon not the UIImageView, or is there any way to draw a border around the balloon and detect if it hits that? currently i am using this code to detect the collision: if (CGRectIntersectsRect(pinend.frame, balloonbit1.frame)){ [maintimer invalidate]; accelManeger.delegate = nil; [ball setImage:img]; [UIImageView beginAnimations:nil context:NULL]; [UIImageView setAnimationDuration:0.3]; ball.transform = CGAffineTransformMakeScale(2, 2); [UIImageView commitAnimations]; } So in one method there are 40 of these bits of code and as you can imagine it is not very accurate/fast to respond. So like i said is there a way to draw a border or something around the balloon and detect the collision between the border and dart? Because then i would imagine it would run a lot smother because it would only have to process 5 bits of code. Thanks for any help. This is a big Question so if you can answer it i will buy your app :) Cheers, Harry :/

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  • iPhone - Bug using CADisplayLink and UIControls - bad to mix openGL and UIControls?

    - by Adam
    Having had problems using other methods, I've decided to stick with CADisplayLink to run my game loop. The animation is smooth now, but sometimes there's a problem where the buttons and other UI elements can't be used, can't be accessed by touch or changed programmatically. This includes UIButtons and UILabels. Has anyone encountered this before? Is it not a good idea in general to use interface builder and uicontrols on top of an OpenGL view? I've heard they don't play well together but haven't heard the reasons. Thanks!

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  • iPhone OS: implementing your own achievements, how do I do it?

    - by nickthedude
    I'm working on a game where really the only game part is (at least right now) that the user can unlock achievements as she does various things throughout the game. I have a database that can keep track of certain user actions and record how many times a user does something but I'm having trouble figuring out the best way to architect the app so that I have to do the least amount of work. Kind of suck with the timing because gamecenter is not ready and it seems like openfeint is changing gears, but maybe I'm wrong. I'd prefer to do everything "in house" if it is not too ridiculous. looking for suggestions. Thanks, Nick

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  • How can I browse source code on an iPhone?

    - by Bill
    I have a lot of downtime on the subway each morning and evening, and I'd like to be able to review source code for various projects I'm working on. Are there any apps that can help with this? I'd like something that lets me browse a hierarchical tree of source files and that does syntax highlighting.

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