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  • Help needed with AES between Java and Objective-C (iPhone)....

    - by Simon Lee
    I am encrypting a string in objective-c and also encrypting the same string in Java using AES and am seeing some strange issues. The first part of the result matches up to a certain point but then it is different, hence when i go to decode the result from Java onto the iPhone it cant decrypt it. I am using a source string of "Now then and what is this nonsense all about. Do you know?" Using a key of "1234567890123456" The objective-c code to encrypt is the following: NOTE: it is a NSData category so assume that the method is called on an NSData object so 'self' contains the byte data to encrypt. - (NSData *)AESEncryptWithKey:(NSString *)key { char keyPtr[kCCKeySizeAES128+1]; // room for terminator (unused) bzero(keyPtr, sizeof(keyPtr)); // fill with zeroes (for padding) // fetch key data [key getCString:keyPtr maxLength:sizeof(keyPtr) encoding:NSUTF8StringEncoding]; NSUInteger dataLength = [self length]; //See the doc: For block ciphers, the output size will always be less than or //equal to the input size plus the size of one block. //That's why we need to add the size of one block here size_t bufferSize = dataLength + kCCBlockSizeAES128; void *buffer = malloc(bufferSize); size_t numBytesEncrypted = 0; CCCryptorStatus cryptStatus = CCCrypt(kCCEncrypt, kCCAlgorithmAES128, kCCOptionPKCS7Padding, keyPtr, kCCKeySizeAES128, NULL /* initialization vector (optional) */, [self bytes], dataLength, /* input */ buffer, bufferSize, /* output */ &numBytesEncrypted); if (cryptStatus == kCCSuccess) { //the returned NSData takes ownership of the buffer and will free it on deallocation return [NSData dataWithBytesNoCopy:buffer length:numBytesEncrypted]; } free(buffer); //free the buffer; return nil; } And the java encryption code is... public byte[] encryptData(byte[] data, String key) { byte[] encrypted = null; Security.addProvider(new org.bouncycastle.jce.provider.BouncyCastleProvider()); byte[] keyBytes = key.getBytes(); SecretKeySpec keySpec = new SecretKeySpec(keyBytes, "AES"); try { Cipher cipher = Cipher.getInstance("AES/ECB/PKCS7Padding", "BC"); cipher.init(Cipher.ENCRYPT_MODE, keySpec); encrypted = new byte[cipher.getOutputSize(data.length)]; int ctLength = cipher.update(data, 0, data.length, encrypted, 0); ctLength += cipher.doFinal(encrypted, ctLength); } catch (Exception e) { logger.log(Level.SEVERE, e.getMessage()); } finally { return encrypted; } } The hex output of the objective-c code is - 7a68ea36 8288c73d f7c45d8d 22432577 9693920a 4fae38b2 2e4bdcef 9aeb8afe 69394f3e 1eb62fa7 74da2b5c 8d7b3c89 a295d306 f1f90349 6899ac34 63a6efa0 and the java output is - 7a68ea36 8288c73d f7c45d8d 22432577 e66b32f9 772b6679 d7c0cb69 037b8740 883f8211 748229f4 723984beb 50b5aea1 f17594c9 fad2d05e e0926805 572156d As you can see everything is fine up to - 7a68ea36 8288c73d f7c45d8d 22432577 I am guessing I have some of the settings different but can't work out what, I tried changing between ECB and CBC on the java side and it had no effect. Can anyone help!? please....

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  • iphone calls both if and else at the same time?

    - by David Schiefer
    Hi, I need to determine what file type a file is and then perform a certain action for it. this seems to work fine for some types, however all media types such as videos and sound files get mixed up. I determine the file type by doing this: BOOL matchedMP3 = ([[rowValue pathExtension] isEqualToString:@"mp3"]); if (matchedMP3 == YES) { NSLog(@"Matched MP3"); } I do this for various file types and just define an "else" for all the others. Here's the problem though. The iPhone calls them both. Here's what the log reveals: 2010-05-11 18:51:12.421 Test [5113:207] Matched MP3 2010-05-11 18:51:12.449 Test [5113:207] Matched ELSE I've never seen anything like this before. This is my "matchedMP3" function: BOOL matchedMP3 = ([[rowValue pathExtension] isEqualToString:@"mp3"]); if (matchedMP3 == YES) { NSLog(@"Matched MP3"); NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString *documentsDirectory = [paths objectAtIndex:0]; NSFileManager *manager = [NSFileManager defaultManager]; self.directoryContent = [manager directoryContentsAtPath:documentsDirectory]; NSString *errorMessage = [documentsDirectory stringByAppendingString:@"/"]; NSString *urlAddress = [errorMessage stringByAppendingString:rowValue]; MPMoviePlayerController *moviePlayer = [[MPMoviePlayerController alloc] initWithContentURL:[NSURL fileURLWithPath:urlAddress]]; moviePlayer.movieControlMode = MPMovieControlModeDefault; moviePlayer.backgroundColor = [UIColor blackColor]; [moviePlayer play]; } and here's the else statement: else { NSLog(@"Matched ELSE"); [[NSUserDefaults standardUserDefaults] setObject:rowValue forKey:@"rowValue"]; NSString*rowValue = [[NSUserDefaults standardUserDefaults] objectForKey:@"rowValue"]; NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString *documentsDirectory = [paths objectAtIndex:0]; NSFileManager *manager = [NSFileManager defaultManager]; self.directoryContent = [manager directoryContentsAtPath:documentsDirectory]; NSString *errorMessage = [documentsDirectory stringByAppendingString:@"/"]; NSString *urlAddress = [errorMessage stringByAppendingString:rowValue]; webViewHeader.prompt = rowValue; [documentViewer setDelegate:self]; NSString *encodedString = [urlAddress stringByAddingPercentEscapesUsingEncoding:NSUTF8StringEncoding]; //Create a URL object. NSURL *url = [NSURL URLWithString:encodedString]; //URL Requst Object NSURLRequest *requestObj = [NSURLRequest requestWithURL:url]; //Load the request in the UIWebView. [documentViewer loadRequest:requestObj]; [navigationController pushViewController:webView animated:YES]; } I can't see a reason why it wouldn't work. What happens is that both the webview and the MediaPlayer toggle their own player, so they overlap and play their sound/video a few secs apart from each other. Any help would be appreciated & thank for you taking the time to read through my code.

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  • Why is this OpenGL ES code slow on iPhone?

    - by f3r3nc
    I've slightly modified the iPhone SDK's GLSprite example while learning OpenGL ES and it turns out to be quite slow. Even in the simulator (on the hw worst) so I must be doing something wrong since it's only 400 textured triangles. const GLfloat spriteVertices[] = { 0.0f, 0.0f, 100.0f, 0.0f, 0.0f, 100.0f, 100.0f, 100.0f }; const GLshort spriteTexcoords[] = { 0,0, 1,0, 0,1, 1,1 }; - (void)setupView { glViewport(0, 0, backingWidth, backingHeight); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrthof(0.0f, backingWidth, backingHeight,0.0f, -10.0f, 10.0f); glMatrixMode(GL_MODELVIEW); glClearColor(0.3f, 0.0f, 0.0f, 1.0f); glVertexPointer(2, GL_FLOAT, 0, spriteVertices); glEnableClientState(GL_VERTEX_ARRAY); glTexCoordPointer(2, GL_SHORT, 0, spriteTexcoords); glEnableClientState(GL_TEXTURE_COORD_ARRAY); // sprite data is preloaded. 512x512 rgba8888 glGenTextures(1, &spriteTexture); glBindTexture(GL_TEXTURE_2D, spriteTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, spriteData); free(spriteData); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glEnable(GL_TEXTURE_2D); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); } - (void)drawView { .. glClear(GL_COLOR_BUFFER_BIT); glLoadIdentity(); glTranslatef(tx-100, ty-100,10); for (int i=0; i<200; i++) { glTranslatef(1, 1, 0); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } .. } drawView is called every time the screen is touched or the finger on the screen is moved and tx,ty are set to the x,y coordinates where that touch happened. I've also tried using GLBuffer, when translation was pre-generated and there was only one DrawArray but gave the same performance (~4 FPS). ===EDIT=== Meanwhile I've modified this so that much smaller quads are used (sized: 34x20) and much less overlapping is done. There are ~400 quads-800 triangles spread on the whole screen. Texture size is 512x512 atlas and RGBA_8888 while the texture coordinates are in float. The code is very ugly in terms of API efficiency: there are two MatrixMode change along with two loads and two translation then a drawarrays for a triangle strip (quad). Now this produces ~45 FPS.

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  • problem while displayin the texture image on view that works fine on iphone simulator but not on dev

    - by yunas
    hello i am trying to display an image on iphone by converting it into texture and then displaying it on the UIView. here is the code to load an image from an UIImage object - (void)loadImage:(UIImage *)image mipmap:(BOOL)mipmap texture:(uint32_t)texture { int width, height; CGImageRef cgImage; GLubyte *data; CGContextRef cgContext; CGColorSpaceRef colorSpace; GLenum err; if (image == nil) { NSLog(@"Failed to load"); return; } cgImage = [image CGImage]; width = CGImageGetWidth(cgImage); height = CGImageGetHeight(cgImage); colorSpace = CGColorSpaceCreateDeviceRGB(); // Malloc may be used instead of calloc if your cg image has dimensions equal to the dimensions of the cg bitmap context data = (GLubyte *)calloc(width * height * 4, sizeof(GLubyte)); cgContext = CGBitmapContextCreate(data, width, height, 8, width * 4, colorSpace, kCGImageAlphaPremultipliedLast); if (cgContext != NULL) { // Set the blend mode to copy. We don't care about the previous contents. CGContextSetBlendMode(cgContext, kCGBlendModeCopy); CGContextDrawImage(cgContext, CGRectMake(0.0f, 0.0f, width, height), cgImage); glGenTextures(1, &(_textures[texture])); glBindTexture(GL_TEXTURE_2D, _textures[texture]); if (mipmap) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); else glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); if (mipmap) glGenerateMipmapOES(GL_TEXTURE_2D); err = glGetError(); if (err != GL_NO_ERROR) NSLog(@"Error uploading texture. glError: 0x%04X", err); CGContextRelease(cgContext); } free(data); CGColorSpaceRelease(colorSpace); } The problem that i currently am facing is this code workd perfectly fine and displays the image on simulator where as on the device as seen on debugger an error is displayed i.e. Error uploading texture. glError: 0x0501 any idea how to tackle this bug.... thnx in advance 4 ur soluitons

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  • did you know some good web site about 'iphone css layouts' ,and can you help me to improve my code..

    - by zjm1126
    i want to create a webpage on iphone , but i can't complete it in a simple way, this is my code: <!DOCTYPE html PUBLIC "-//WAPFORUM//DTD XHTML Mobile 1.0//EN" "http://www.wapforum.org/DTD/xhtml-mobile10.dtd"> <html xmlns="http://www.w3.org/1999/xhtml" > <head> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"> <meta name="viewport" content="width=device-width,minimum-scale=1.0,maximum-scale=5.0,user-scalable=yes"> </head> <body onorientationchange="updateOrientation();" onload=updateOrientation()> <div id="a"> <input id='ab' type="button" value="button" /> </div> <div id=b style="display: none">sssadwq dwqdqw</div> <style type="text/css"> *{ margin:0; padding:0; } /* Reposition on orientation change */ body.landscape{ height: 268px; } body.landscape #a{ height:134px; line-height:134px; } body.landscape #b{ height:114px; width:470px; } body{ height: 416px; } #a{ line-height:208px; height:208px; text-align:center; } #b{ height:198px; width:310px; background:red; border:5px solid black; } </style> <script src="jquery-1.4.2.js" type="text/javascript"></script> <script type="text/javascript"> function updateOrientation() { var orientation = window.orientation; switch (orientation) { // If we're horizontal case 90: case -90: // Set orient to landscape $(document.body).addClass("landscape"); break; // If we're vertical default: // Set orient to portrait $(document.body).removeClass("landscape"); break; } } $('#ab').click(function(){ if($('#b').css('display')=='none')$('#b').css('display','block') else $('#b').css('display','none') }) </script> </body> </html> it use much more fixed number,this is not the best way ,i think the best way is to use the percentage more and more, can you do it fo me ,, thanks

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  • Links to my “Best of 2010” Posts

    - by ScottGu
    I hope everyone is having a Happy New Years! 2010 has been a busy blogging year for me (this is the 100th blog post I’ve done in 2010).  Several people this week suggested I put together a summary post listing/organizing my favorite posts from the year.  Below is a quick listing of some of my favorite posts organized by topic area: VS 2010 and .NET 4 Below is a series of posts I wrote (some in late 2009) about the VS 2010 and .NET 4 (including ASP.NET 4 and WPF 4) release we shipped in April: Visual Studio 2010 and .NET 4 Released Clean Web.Config Files Starter Project Templates Multi-targeting Multiple Monitor Support New Code Focused Web Profile Option HTML / ASP.NET / JavaScript Code Snippets Auto-Start ASP.NET Applications URL Routing with ASP.NET 4 Web Forms Searching and Navigating Code in VS 2010 VS 2010 Code Intellisense Improvements WPF 4 Add Reference Dialog Improvements SEO Improvements with ASP.NET 4 Output Cache Extensibility with ASP.NET 4 Built-in Charting Controls for ASP.NET and Windows Forms Cleaner HTML Markup with ASP.NET 4 - Client IDs Optional Parameters and Named Arguments in C# 4 - and a cool scenarios with ASP.NET MVC 2 Automatic Properties, Collection Initializers and Implicit Line Continuation Support with VB 2010 New <%: %> Syntax for HTML Encoding Output using ASP.NET 4 JavaScript Intellisense Improvements with VS 2010 VS 2010 Debugger Improvements (DataTips, BreakPoints, Import/Export) Box Selection and Multi-line Editing Support with VS 2010 VS 2010 Extension Manager (and the cool new PowerCommands Extension) Pinning Projects and Solutions VS 2010 Web Deployment Debugging Tips/Tricks with Visual Studio Search and Navigation Tips/Tricks with Visual Studio Visual Studio Below are some additional Visual Studio posts I’ve done (not in the first series above) that I thought were nice: Download and Share Visual Studio Color Schemes Visual Studio 2010 Keyboard Shortcuts VS 2010 Productivity Power Tools Fun Visual Studio 2010 Wallpapers Silverlight We shipped Silverlight 4 in April, and announced Silverlight 5 the beginning of December: Silverlight 4 Released Silverlight 4 Tools for VS 2010 and WCF RIA Services Released Silverlight 4 Training Kit Silverlight PivotViewer Now Available Silverlight Questions Announcing Silverlight 5 Silverlight for Windows Phone 7 We shipped Windows Phone 7 this fall and shipped free Visual Studio development tools with great Silverlight and XNA support in September: Windows Phone 7 Developer Tools Released Building a Windows Phone 7 Twitter Application using Silverlight ASP.NET MVC We shipped ASP.NET MVC 2 in March, and started previewing ASP.NET MVC 3 this summer.  ASP.NET MVC 3 will RTM in less than 2 weeks from today: ASP.NET MVC 2: Strongly Typed Html Helpers ASP.NET MVC 2: Model Validation Introducing ASP.NET MVC 3 (Preview 1) Announcing ASP.NET MVC 3 Beta and NuGet (nee NuPack) Announcing ASP.NET MVC 3 Release Candidate 1  Announcing ASP.NET MVC 3 Release Candidate 2 Introducing Razor – A New View Engine for ASP.NET ASP.NET MVC 3: Layouts with Razor ASP.NET MVC 3: New @model keyword in Razor ASP.NET MVC 3: Server-Side Comments with Razor ASP.NET MVC 3: Razor’s @: and <text> syntax ASP.NET MVC 3: Implicit and Explicit code nuggets with Razor ASP.NET MVC 3: Layouts and Sections with Razor IIS and Web Server Stack The IIS and Web Stack teams have made a bunch of great improvements to the core web server this year: Fix Common SEO Problems using the URL Rewrite Extension Introducing the Microsoft Web Farm Framework Automating Deployment with Microsoft Web Deploy Introducing IIS Express SQL CE 4 (New Embedded Database Support with ASP.NET) Introducing Web Matrix EF Code First EF Code First is a really nice new data option that enables a very clean code-oriented data workflow: Announcing Entity Framework Code-First CTP5 Release Class-Level Model Validation with EF Code First and ASP.NET MVC 3 Code-First Development with Entity Framework 4 EF 4 Code First: Custom Database Schema Mapping Using EF Code First with an Existing Database jQuery and AJAX Contributions My team began making some significant source code contributions to the jQuery project this year: jQuery Templates, Data Link and Globalization Accepted as Official jQuery Plugins jQuery Templates and Data Linking (and Microsoft contributing to jQuery) jQuery Globalization Plugin from Microsoft Patches and Hot Fixes Some useful fixes you can download prior to VS 2010 SP1: Patch for Cut/Copy “Insufficient Memory” issue with VS 2010 Patch for VS 2010 Find and Replace Dialog Growing Patch for VS 2010 Scrolling Context Menu Videos of My Talks Some recordings of technical talks I’ve done this year: ASP.NET 4, ASP.NET MVC, and Silverlight 4 Talks I did in Europe VS 2010 and ASP.NET 4 Web Forms Talk in Arizona Other About Technical Debates (and ASP.NET Web Forms and ASP.NET MVC debates in particular) ASP.NET Security Fix Now on Windows Update Upcoming Web Camps I’d like to say a big thank you to everyone who follows my blog – I really appreciate you reading it (the comments you post help encourage me to write it).  See you in the New Year! Scott P.S. In addition to blogging, I am also now using Twitter for quick updates and to share links. Follow me at: twitter.com/scottgu

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  • April 30th Links: ASP.NET, ASP.NET MVC, Visual Studio 2010

    - by ScottGu
    Here is the latest in my link-listing series. [In addition to blogging, I am also now using Twitter for quick updates and to share links. Follow me at: twitter.com/scottgu] ASP.NET Data Web Control Enhancements in ASP.NET 4.0: Scott Mitchell has a good article that summarizes some of the nice improvements coming to the ASP.NET 4 data controls. Refreshing an ASP.NET AJAX UpdatePanel with JavaScript: Scott Mitchell has another nice article in his series on using ASP.NET AJAX that demonstrates how to programmatically trigger an UpdatePanel refresh using JavaScript on the client. ASP.NET MVC ASP.NET MVC 2: Basics and Introduction: Scott Hanselman delivers an awesome introductory talk on ASP.NET MVC.  Great for people looking to understand and learn ASP.NET MVC. ASP.NET MVC 2: Ninja Black Belt Tips: Another great talk by Scott Hanselman about how to make the most of several features of ASP.NET MVC 2. ASP.NET MVC 2 Html.Editor/Display Templates: A great blog post detailing the new Html.EditorFor() and Html.DisplayFor() helpers within ASP.NET MVC 2. MVCContrib Grid: Jeremy Skinner’s video presentation about the new Html.Grid() helper component within the (most awesome) MvcContrib project for ASP.NET MVC. Code Snippets for ASP.NET MVC 2 in VS 2010: Raj Kaimal documents some of the new code snippets for ASP.NET MVC 2 that are now built-into Visual Studio 2010.  Read this article to learn how to do common scenarios with fewer keystrokes. Turn on Compile-time View Checking for ASP.NET MVC Projects in TFS 2010 Build: Jim Lamb has a nice post that describes how to enable compile-time view checking as part of automated builds done with a TFS Build Server.  This will ensure any errors in your view templates raise build-errors (allowing you to catch them at build-time instead of runtime). Visual Studio 2010 VS 2010 Keyboard Shortcut Posters for VB, C#, F# and C++: Keyboard shortcut posters that you can download and then printout. Ideal to provide a quick reference on your desk for common keystroke actions inside VS 2010. My Favorite New Features in VS 2010: Scott Mitchell has a nice article that summarizes some of his favorite new features in VS 2010.  Check out my VS 2010 and .NET 4 blog series for more details on some of them. 6 Cool VS 2010 Quick Tips and Features: Anoop has a nice blog post describing 6 cool features of VS 2010 that you can take advantage of. SharePoint Development with VS 2010: Beth Massi links to a bunch of nice “How do I?” videos that that demonstrate how to use the SharePoint development support built-into VS 2010. How to Pin a Project to the Recent Projects List in VS 2010: A useful tip/trick that demonstrates how to “pin” a project to always show up on the “Recent Projects” list within Visual Studio 2010. Using the WPF Tree Visualizer in VS 2010: Zain blogs about the new WPF Tree Visualizer supported by the VS 2010 debugger.  This makes it easier to visualize WPF control hierarchies within the debugger. TFS 2010 Power Tools Released: Brian Harry blogs about the cool new TFS 2010 extensions released with this week’s TFS 2010 Power Tools release. What is New with T4 in VS 2010: T4 is the name of Visual Studio’s template-based code generation technology.  Lots of scenarios within VS 2010 now use T4 for code generation customization. Two examples are ASP.NET MVC Views and EF4 Model Generation.  This post describes some of the many T4 infrastructure improvements in VS 2010. Hope this helps, Scott P.S. If you haven’t already, check out this month’s "Find a Hoster” page on the www.asp.net website to learn about great (and very inexpensive) ASP.NET hosting offers.

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  • How to change radius of rounded rectangle in Photoshop

    - by MattDiPasquale
    At this point, I'm thinking of just using CSS 3, esp. since I'm a programmer, but I'd like to do this with Photoshop because I think it's nicer since I'm working with images anyway, among other reasons... Before I move on, my first question is: Is there a place like SuperUser for designers (or for Photoshop-like or questions)? What I Want: I want the icons on http://www.mattdipasquale.com/ to look like those on http://about.me/mattdipasquale. About.me has an outdated Twitter icon and does not have icons for GitHub, StackOverflow, etc. So, although I like the look of their icons, I want to be able to create these icons myself instead of using their versions. What I Have: I have different iphone icons, like the Facebook iPhone icon, Twitter iPhone icon, etc., that I got from iTunes, using Firebug to find the URL of the background image. I opened them up in Photoshop and pressed option + command + i to reduce the image size to 32px x 32px with Bicubic Sharper (best for reduction). I now have a square icon layer. Closing the Gap: In addition to the icon layer, I want to have a clipping-mask layer that will apply the 5px rounded-corners, 1px stroke, and 1px bevel. (Note: I just want to apply effects to the edges of the icon because the gloss and other effects are already encoded in the iTunes image. Also, I'm just guessing about the pixel values, but I want it to look good, like the icons on about.me.) What settings should I use for the blend options to make the icons look good, like iphone icons or those used by about.me? Why a Clipping Mask? The reason I want to use a clipping mask is that I want ease of reproducibility. I want to be able to apply the same styling to other square icon layers by simply replacing the square icon layer and then saving for web. If there is a better way to achieve such ease of reproducibility, please suggest it. I've seen Photoshop iPhone icon templates, but I couldn't figure out how to use them with my own images. Thanks! Matt

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  • Pixel Perfect Collision Detection in Cocos2dx

    - by Happybirthday
    I am trying to port the pixel perfect collision detection in Cocos2d-x the original version was made for Cocos2D and can be found here: http://www.cocos2d-iphone.org/forums/topic/pixel-perfect-collision-detection-using-color-blending/ Here is my code for the Cocos2d-x version bool CollisionDetection::areTheSpritesColliding(cocos2d::CCSprite *spr1, cocos2d::CCSprite *spr2, bool pp, CCRenderTexture* _rt) { bool isColliding = false; CCRect intersection; CCRect r1 = spr1-boundingBox(); CCRect r2 = spr2-boundingBox(); intersection = CCRectMake(fmax(r1.getMinX(),r2.getMinX()), fmax( r1.getMinY(), r2.getMinY()) ,0,0); intersection.size.width = fmin(r1.getMaxX(), r2.getMaxX() - intersection.getMinX()); intersection.size.height = fmin(r1.getMaxY(), r2.getMaxY() - intersection.getMinY()); // Look for simple bounding box collision if ( (intersection.size.width0) && (intersection.size.height0) ) { // If we're not checking for pixel perfect collisions, return true if (!pp) { return true; } unsigned int x = intersection.origin.x; unsigned int y = intersection.origin.y; unsigned int w = intersection.size.width; unsigned int h = intersection.size.height; unsigned int numPixels = w * h; //CCLog("Intersection X and Y %d, %d", x, y); //CCLog("Number of pixels %d", numPixels); // Draw into the RenderTexture _rt-beginWithClear( 0, 0, 0, 0); // Render both sprites: first one in RED and second one in GREEN glColorMask(1, 0, 0, 1); spr1-visit(); glColorMask(0, 1, 0, 1); spr2-visit(); glColorMask(1, 1, 1, 1); // Get color values of intersection area ccColor4B *buffer = (ccColor4B *)malloc( sizeof(ccColor4B) * numPixels ); glReadPixels(x, y, w, h, GL_RGBA, GL_UNSIGNED_BYTE, buffer); _rt-end(); // Read buffer unsigned int step = 1; for(unsigned int i=0; i 0 && color.g 0) { isColliding = true; break; } } // Free buffer memory free(buffer); } return isColliding; } My code is working perfectly if I send the "pp" parameter as false. That is if I do only a bounding box collision but I am not able to get it working correctly for the case when I need Pixel Perfect collision. I think the opengl masking code is not working as I intended. Here is the code for "_rt" _rt = CCRenderTexture::create(visibleSize.width, visibleSize.height); _rt-setPosition(ccp(origin.x + visibleSize.width * 0.5f, origin.y + visibleSize.height * 0.5f)); this-addChild(_rt, 1000000); _rt-setVisible(true); //For testing I think I am making a mistake with the implementation of this CCRenderTexture Can anyone guide me with what I am doing wrong ? Thank you for your time :)

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  • Android vs. iPhone: Google Hires Tim Bray

    <b>Linux Planet:</b> ""The iPhone vision of the mobile Internet&#8217;s future omits controversy, sex, and freedom, but includes strict limits on who can know what and who can say what," he wrote. "It's a sterile, Disney-fied walled garden surrounded by sharp-toothed lawyers.""

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  • How To show document directory save image in thumbnail in cocos2d class

    - by Anil gupta
    I have just implemented multiple photo selection from iphone photo library and i am saving all selected photo in document directory every time as a array, now i want to show all saved images in my class from document directory as a thumbnail, i have tried some logic but my game getting crashing, My code is below. Any help will be appreciate. Thanks in advance. -(id) init { // always call "super" init // Apple recommends to re-assign "self" with the "super" return value if( (self=[super init])) { CCSprite *photoalbumbg = [CCSprite spriteWithFile:@"photoalbumbg.png"]; photoalbumbg.anchorPoint = ccp(0,0); [self addChild:photoalbumbg z:0]; //Background Sound // [[SimpleAudioEngine sharedEngine]playBackgroundMusic:@"Background Music.wav" loop:YES]; CCSprite *photoalbumframe = [CCSprite spriteWithFile:@"photoalbumframe.png"]; photoalbumframe.position = ccp(160,240); [self addChild:photoalbumframe z:2]; CCSprite *frame = [CCSprite spriteWithFile:@"Photo-Frames.png"]; frame.position = ccp(160,270); [self addChild:frame z:1]; /*_____________________________________________________________________________________*/ CCMenuItemImage * upgradebtn = [CCMenuItemImage itemFromNormalImage:@"AlbumUpgrade.png" selectedImage:@"AlbumUpgrade.png" target:self selector:@selector(Upgrade:)]; CCMenu * fMenu = [CCMenu menuWithItems:upgradebtn,nil]; fMenu.position = ccp(200,110); [self addChild:fMenu z:3]; NSError *error; NSFileManager *fM = [NSFileManager defaultManager]; NSString *documentsDirectory = [NSHomeDirectory() stringByAppendingPathComponent:@"Documents"]; NSLog(@"Documents directory: %@", [fM contentsOfDirectoryAtPath:documentsDirectory error:&error]); NSArray *allfiles = [fM contentsOfDirectoryAtPath :documentsDirectory error:&error]; directoryList = [[NSMutableArray alloc] init]; for(NSString *file in allfiles) { NSString *path = [documentsDirectory stringByAppendingPathComponent:file]; [directoryList addObject:file]; } NSLog(@"array file name value ==== %@", directoryList); CCSprite *temp = [CCSprite spriteWithFile:[directoryList objectAtIndex:0]]; [temp setTextureRect:CGRectMake(160.0f, 240.0f, 50,50)]; // temp.anchorPoint = ccp(0,0); [self addChild:temp z:10]; for(UIImage *file in directoryList) { // NSData *pngData = [NSData dataWithContentsOfFile:file]; // image = [UIImage imageWithData:pngData]; NSLog(@"uiimage = %@",image); // UIImage *image = [UIImage imageWithContentsOfFile:file]; for (int i=1; i<=3; i++) { for (int j=1;j<=3; j++) { CCTexture2D *tex = [[[CCTexture2D alloc] initWithImage:file] autorelease]; CCSprite *selectedimage = [CCSprite spriteWithTexture:tex rect:CGRectMake(0, 0, 67, 66)]; selectedimage.position = ccp(100*i,350*j); [self addChild:selectedimage]; } } } } return self; }

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  • Google: Numbers favor Android over iPhone

    <b>The Open Road:</b> "And according to Google VP Andy Rubin, the more the search giant blankets the industry with competing Android-droid based mobile handsets, the more likely Google is to hit its expected value of market dominance over Apple's iPhone."

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  • Setting font size of Closed Captions on iPhone using ffmpeg or mencoder

    - by forthrin
    Does anyone know how to either: Make ffmpeg set subtitle font size in the output video file Make mencoder produce an iPhone-compatible video file (with subtitles) I finally found out how to get Closed Captions video on iPhone, with mkv and srt files as source material. The secret was using the mov_text subtitle codec in ffmpeg (and turning on Closed Captions in the iPhone settings of course): ffmpeg -y -i in.mkv -i in.srt -map 0:0 -map 0:1 -map 1:0 -vcodec copy -acodec aac -ab 256k -scodec mov_text -strict -2 -metadata title="Title" -metadata:s:s:0 language=eng out.mp4 However, the font size appears very small on the iPhone, and I can't find out how to set it with ffmpeg (the iPhone has no option for this). I found out that mencoder has a -subfont-text-scale option, but I don't have a lot of experience with this program. The following, my best attempt so far, produces an output file which is not playable on the iPhone. sudo port install mplayer +mencoder_extras +osd mencoder in.mkv -sub in.srt -o out.mp4 -ovc copy -oac faac -faacopts br=256:mpeg=4:object=2 -channels 2 -srate 48000 -subfont-text-scale 10 -of lavf -lavfopts format=mp4 PS! As requested, here is the output from mencoder: 192 audio & 400 video codecs success: format: 0 data: 0x0 - 0xb64b9d2f libavformat version 54.6.101 (internal) libavformat file format detected. [matroska,webm @ 0x1015c9a50]Unknown entry 0x80 [lavf] stream 0: video (h264), -vid 0 [lavf] stream 1: audio (ac3), -aid 0, -alang eng VIDEO: [H264] 1280x544 0bpp 49.894 fps 0.0 kbps ( 0.0 kbyte/s) [V] filefmt:44 fourcc:0x34363248 size:1280x544 fps:49.894 ftime:=0.0200 ========================================================================== Opening audio decoder: [ffmpeg] FFmpeg/libavcodec audio decoders libavcodec version 54.23.100 (internal) AUDIO: 48000 Hz, 2 ch, s16le, 448.0 kbit/29.17% (ratio: 56000->192000) Selected audio codec: [ffac3] afm: ffmpeg (FFmpeg AC-3) ========================================================================== ** MUXER_LAVF ***************************************************************** REMEMBER: MEncoder's libavformat muxing is presently broken and can generate INCORRECT files in the presence of B-frames. Moreover, due to bugs MPlayer will play these INCORRECT files as if nothing were wrong! ******************************************************************************* OK, exit. videocodec: framecopy (1280x544 0bpp fourcc=34363248) VIDEO CODEC ID: 28 AUDIO CODEC ID: 15002, TAG: 0 Writing header... [mp4 @ 0x1015c9a50]Codec for stream 0 does not use global headers but container format requires global headers [mp4 @ 0x1015c9a50]Codec for stream 1 does not use global headers but container format requires global headers Then the following repeats itself for every frame: Pos: 0.0s 1f ( 2%) 0.00fps Trem: 0min 0mb A-V:0.000 [0:0] [mp4 @ 0x1015c9a50]malformated aac bitstream, use -absf aac_adtstoasc Error while writing frame. I recognize -absf aac_adtstoasc as an ffmpeg option (does mencoder spawn ffmpeg?), but I don't know how to pass this option on (my hunch is this is not even the origin of the problem).

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  • Opera ouvre une galerie d'applications mobiles accessible depuis de multiples plate-formes, mais pas depuis l'iPhone

    Opera ouvre une galerie d'applications mobiles Accessible depuis de multiples plate-formes, mais pas depuis l'iPhone Après la fondation Mozilla, c'est au tour de Opera Software, l'éditeur norvégien du navigateur du même nom, d'ouvrir sa galerie d'applications multi-plateforme. Baptisée Opéra Mobile Store, la galerie propose des applications gratuites et payantes pour plate-formes mobiles et « pratiquement n'importe quel appareil » (sic). Elle est bien évidemment disponible pour les utilisateurs d'Opera mais aussi pour les utilisateurs d'autres navigateurs. Le Oper...

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  • iPhone 4G dévoilé par mégarde ?

    Bonjour, Voici la gaffe de l'année ... Un iPhone 4G équipé de la version OS 4 oublié dans un bar à 30km du siège d'Apple Voici le billet : http://blog.developpez.com/dotnetsta...e-par-megarde/ Pauvre ingénieur, j'espère qu'il ne subira pas la foudre de son patron ^^ Alors, fake, intentionnel ou simplement accidentel ? Est ce que une telle fuite peut impacter la sortie d'un produit ?...

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  • AABB vs OBB Collision Resolution jitter on corners

    - by patt4179
    I've implemented a collision library for a character who is an AABB and am resolving collisions between AABB vs AABB and AABB vs OBB. I wanted slopes for certain sections, so I've toyed around with using several OBBs to make one, and it's working great except for one glaring issue; The collision resolution on the corner of an OBB makes the player's AABB jitter up and down constantly. I've tried a few things I've thought of, but I just can't wrap my head around what's going on exactly. Here's a video of what's happening as well as my code: Here's the function to get the collision resolution (I'm likely not doing this the right way, so this may be where the issue lies): public Vector2 GetCollisionResolveAmount(RectangleCollisionObject resolvedObject, OrientedRectangleCollisionObject b) { Vector2 overlap = Vector2.Zero; LineSegment edge = GetOrientedRectangleEdge(b, 0); if (!SeparatingAxisForRectangle(edge, resolvedObject)) { LineSegment rEdgeA = new LineSegment(), rEdgeB = new LineSegment(); Range axisRange = new Range(), rEdgeARange = new Range(), rEdgeBRange = new Range(), rProjection = new Range(); Vector2 n = edge.PointA - edge.PointB; rEdgeA.PointA = RectangleCorner(resolvedObject, 0); rEdgeA.PointB = RectangleCorner(resolvedObject, 1); rEdgeB.PointA = RectangleCorner(resolvedObject, 2); rEdgeB.PointB = RectangleCorner(resolvedObject, 3); rEdgeARange = ProjectLineSegment(rEdgeA, n); rEdgeBRange = ProjectLineSegment(rEdgeB, n); rProjection = GetRangeHull(rEdgeARange, rEdgeBRange); axisRange = ProjectLineSegment(edge, n); float axisMid = (axisRange.Maximum + axisRange.Minimum) / 2; float projectionMid = (rProjection.Maximum + rProjection.Minimum) / 2; if (projectionMid > axisMid) { overlap.X = axisRange.Maximum - rProjection.Minimum; } else { overlap.X = rProjection.Maximum - axisRange.Minimum; overlap.X = -overlap.X; } } edge = GetOrientedRectangleEdge(b, 1); if (!SeparatingAxisForRectangle(edge, resolvedObject)) { LineSegment rEdgeA = new LineSegment(), rEdgeB = new LineSegment(); Range axisRange = new Range(), rEdgeARange = new Range(), rEdgeBRange = new Range(), rProjection = new Range(); Vector2 n = edge.PointA - edge.PointB; rEdgeA.PointA = RectangleCorner(resolvedObject, 0); rEdgeA.PointB = RectangleCorner(resolvedObject, 1); rEdgeB.PointA = RectangleCorner(resolvedObject, 2); rEdgeB.PointB = RectangleCorner(resolvedObject, 3); rEdgeARange = ProjectLineSegment(rEdgeA, n); rEdgeBRange = ProjectLineSegment(rEdgeB, n); rProjection = GetRangeHull(rEdgeARange, rEdgeBRange); axisRange = ProjectLineSegment(edge, n); float axisMid = (axisRange.Maximum + axisRange.Minimum) / 2; float projectionMid = (rProjection.Maximum + rProjection.Minimum) / 2; if (projectionMid > axisMid) { overlap.Y = axisRange.Maximum - rProjection.Minimum; overlap.Y = -overlap.Y; } else { overlap.Y = rProjection.Maximum - axisRange.Minimum; } } return overlap; } And here is what I'm doing to resolve it right now: if (collisionDetection.OrientedRectangleAndRectangleCollide(obb, player.PlayerCollision)) { var resolveAmount = collisionDetection.GetCollisionResolveAmount(player.PlayerCollision, obb); if (Math.Abs(resolveAmount.Y) < Math.Abs(resolveAmount.X)) { var roundedAmount = (float)Math.Floor(resolveAmount.Y); player.PlayerCollision._position.Y -= roundedAmount; } else if (Math.Abs(resolveAmount.Y) <= 30.0f) //Catch cases where the player should be able to step over the top of something { var roundedAmount = (float)Math.Floor(resolveAmount.Y); player.PlayerCollision._position.Y -= roundedAmount; } else { var roundedAmount = (float)Math.Floor(resolveAmount.X); player.PlayerCollision._position.X -= roundedAmount; } } Can anyone see what might be the issue here, or has anyone experienced this before that knows a possible solution? I've tried for a few days to figure this out on my own, but I'm just stumped.

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  • Linux on your iPhone

    <b>Linux Format:</b> "As an April Fool's joke, I created a fake Linux app for the iPhone that made it look like Linux was running on your phone...Sadly, Apple rejected the app for various reasons."

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  • Apple Event le 8 avril consacré à l'Iphone OS 4

    [IMG]http://www.developpez.net/forums/attachment.php?attachmentid=60736&stc=1&d=1270501060[/IMG] C'est cette invitation là que les journalistes ont reçu pour un Apple Event qui se tiendra le 8 avril dans les locaux d'Apple à Cupertino. Apple leur présentera la version 4 de l'iPhone OS. Rendez-vous donc jeudi soir pour en savoir plus....

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