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  • How much market shares OpenGL2.0 in iPhone os hardwares(iPhone/iPot Touch)

    - by Eonil
    I'm planning making a game for AppStore, so I'm studying GLES. But, GLES 1.1 and 2.0 APIs are different about handling in some features.(and limitations) I have not enough time to consider both of them, I have to choosing one. 2.0 is clearly better in developer's view, but I'm worry about it's market share. I wish most users moved on newer SGX based hardware, but in fact, I don't know. Does anybody have information about location of those hardware ratio data in iPhone OS supported hardwares? (iPhone/iPod touch, per GPU) Please let me know.

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  • How to get objects to react to touches in Cocos2D?

    - by Wayfarer
    Alright, so I'm starting to learn more about Coco2D, but I'm kinda frusterated. A lot of the tutorials I have found are for outdated versions of the code, so when I look through and see how they do certain things, I can't translate it into my own program, because a lot has changed. With that being said, I am working in the latest version of Coco2d, version 0.99. What I want to do is create a sprite on the screen (Done) and then when I touch that sprite, I can have "something" happen. For now, let's just make an alert go off. Now, I got this code working with the help of a friend. Here is the header file: // When you import this file, you import all the cocos2d classes #import "cocos2d.h" // HelloWorld Layer @interface HelloWorld : CCLayer { CGRect spRect; } // returns a Scene that contains the HelloWorld as the only child +(id) scene; @end And here is the implementation file: // // cocos2d Hello World example // http://www.cocos2d-iphone.org // // Import the interfaces #import "HelloWorldScene.h" #import "CustomCCNode.h" // HelloWorld implementation @implementation HelloWorld +(id) scene { // 'scene' is an autorelease object. CCScene *scene = [CCScene node]; // 'layer' is an autorelease object. HelloWorld *layer = [HelloWorld node]; // add layer as a child to scene [scene addChild: layer]; // return the scene return scene; } // on "init" you need to initialize your instance -(id) init { // always call "super" init // Apple recommends to re-assign "self" with the "super" return value if( (self=[super init] )) { // create and initialize a Label CCLabel* label = [CCLabel labelWithString:@"Hello World" fontName:@"Times New Roman" fontSize:64]; // ask director the the window size CGSize size = [[CCDirector sharedDirector] winSize]; // position the label on the center of the screen label.position = ccp( size.width /2 , size.height/2 ); // add the label as a child to this Layer [self addChild: label]; CCSprite *sp = [CCSprite spriteWithFile:@"test2.png"]; sp.position = ccp(300,200); [self addChild:sp]; float w = [sp contentSize].width; float h = [sp contentSize].height; CGPoint aPoint = CGPointMake([sp position].x - (w/2), [sp position].y - (h/2)); spRect = CGRectMake(aPoint.x, aPoint.y, w, h); CCSprite *sprite2 = [CCSprite spriteWithFile:@"test3.png"]; sprite2.position = ccp(100,100); [self addChild:sprite2]; //[self registerWithTouchDispatcher]; self.isTouchEnabled = YES; } return self; } // on "dealloc" you need to release all your retained objects - (void) dealloc { // in case you have something to dealloc, do it in this method // in this particular example nothing needs to be released. // cocos2d will automatically release all the children (Label) // don't forget to call "super dealloc" [super dealloc]; } - (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; //CGPoint location = [[CCDirector sharedDirector] convertCoordinate:[touch locationInView:touch.view]]; CGPoint location = [touch locationInView:[touch view]]; location = [[CCDirector sharedDirector] convertToGL:location]; if (CGRectContainsPoint(spRect, location)) { UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Win" message:@"testing" delegate:nil cancelButtonTitle:@"okay" otherButtonTitles:nil]; [alert show]; [alert release]; NSLog(@"TOUCHES"); } NSLog(@"Touch got"); } However, this only works for 1 object, the sprite which I create the CGRect for. I can't do it for 2 sprites, which I was testing. So my question is this: How can I have all sprites on the screen react to the same event when touched? For my program, the same event needs to be run for all objects of the same type, so that should make it a tad easier. I tried making a subclass of CCNode and over write the method, but that just didn't work at all... so I'm doing something wrong. Help would be appreciated!

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  • Watch Indian TV Channels Live On Apple iPad and iPhone

    - by Kavitha
    After having your Apple iPad or iPhone with you, are you boring with your journey? Don’t worry now with the help of a small application called "YuppTV" you can watch Live Indian TV Channels free of cost on your journey. The Application can be directly downloaded from the App Store. On launching the application you will find a list of TV channels that are available for live streaming – few of popular channels available through the app are: India Tv, 9XM, ABN Andhra Jyothi, DD Vyas, eTV2, HMTV, Maa Tv Telugu, NewX, NTv, RK News, Sakshi TV etc. Just tap on any of the channel in the list to view live feed of the TV channel. Download YuppTV App From App Store This article titled,Watch Indian TV Channels Live On Apple iPad and iPhone, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • Three Alternatives to Apple’s Flaky iOS Alarm Clock

    - by Jason Fitzpatrick
    If two iPhone alarm failures in less than three months (the Daylight Savings bug and the New Year’s bug) isn’t motivation to grab a 3rd party alarm app, we don’t know what is. Check out these feature-packed replacements for dependable time keeping. Latest Features How-To Geek ETC How To Boot 10 Different Live CDs From 1 USB Flash Drive The 20 Best How-To Geek Linux Articles of 2010 The 50 Best How-To Geek Windows Articles of 2010 The 20 Best How-To Geek Explainer Topics for 2010 How to Disable Caps Lock Key in Windows 7 or Vista How to Use the Avira Rescue CD to Clean Your Infected PC Luigi Installs Any OS on Google’s Cr-48 Notebook DIY iPad Stylus Offers Pen-Based Interaction on the Cheap Serene Blue Ubuntu Wallpaper for Your Desktop Enjoy Old School Style Video Game Fun with Chicken Invaders Hide the Twitter “Litter” in Twitter’s Sidebar Area (Chrome and Iron) Public Domain Day: Reflections on Copyright and the Importance of Public Domain

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  • Android programming vs iPhone Programming?

    - by geena
    Hi, I am doing my finol project and thinking of an mobile app to develop.but i am new to mobile OS world and dont know which is good for me to go on.I mean , in long term which will be more beneficial to me b/w android or iPhone programming as well as to my final project ? :) .......... Thanx for all the suggestions of you guyz :) Well I am, if not so bright, then pretty good at Java and C++ :) Although Objective C is a little different from standard C/C++ but I think I can cope with it. Owning a Mac or running Snow Leopard in VMWare is not going to make much difference in iOS development... or is it? Actually, as it is final project for my BS degree, I am wondering whether is it worth taking as a final project or not (iPhone or Android app)...Or.... Is it better to stick with web/desktop development? and what this means that i have to be a

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  • Using your own gameloop logic on iphone?

    - by kkan
    I'm currently working on moving some android-ndk code to the iphone and have hit a wall. I'm new to iphone development, and from looking at some samples it seems that the main loop is handled for you and all you've got to do is override the render method on the view to handle the rendering and add a selector to handle the update methods. The render method itself lookslike it's attached to the windows refresh. But in android I've got my own game loop that controls the rendering and updates using c++ time.h. is it possible to implement the same here bypassing apple's loop? I'd really like the keep the structures of the code similar. Thanks!

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  • Totem streams only certain video from iphone

    - by Hans Schmidt
    I recently installed a plug-in for Totem movie player. This allows the app to receive and play AirPlay-streamed video from iphone to totem player: http://www.omgubuntu.co.uk/2011/01/airplay-video-playback-comes-to-totem Actually this works fine with youtube videos. But when it comes to other apps in iPhone (such as Digital TV App) the streaming does not work. In the app I can choose Totem Player, but Totem Player itself stays empty, i.e. nothing will be streamed. As mentioned choosing Totem Player for youtube video works fine. Do you guys have any idea what makes the difference that it works only for youtube?

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  • Hey iPhone 5 users, here is the official Google Maps App from Google

    - by Gopinath
    Here is a big news to all the iPhone 5 users which brings great relief. Google officially released Google Maps Apps for iOS 6 and it’s available in App Store. The app is optimized for iPhone 5 and includes turn-by-turn voice guided navigation similar to the one found on Android devices. Also the app features transit and walking directions, 2D and 3D maps, Street View and aerial imagery, and more. If you don’t find the application on App Store, wait for sometime as the rollout may be slowly covering all the regions.

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  • ubuntu 10.10: Totem streams only certain video from iphone

    - by Hans Schmidt
    I recently installed a plug-in for Totem movie player. This allows the app to receive and play AirPlay-streamed video from iphone to totem player: http://www.omgubuntu.co.uk/2011/01/airplay-video-playback-comes-to-totem Actually this works fine with youtube videos. But when it comes to other apps in iPhone (such as Digital TV App) the streaming does not work. In the app I can choose Totem Player, but Totem Player itself stays empty, i.e. nothing will be streamed. As mentioned choosing Totem Player for youtube video works fine. Do you guys have any idea what makes the difference that it works only for youtube?

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  • Programming for the iPhone

    - by Bobby Alexander
    Whats the best way to get started on iPhone development if you are an expeienced C++ or C# programmer? Most books either assume you know nothing or something. What are the steps to achieve this? For eg: first learn objective C (let's say), next learn cocoa... I am interested in books/resources. I read Getting started with iPhone development from Oreilly (the missing manuals book) but that just provided an over view on the programming and concentrated more on getting your app into the app store. I need need resources that will help be start coding. Other questions: How much of objective C do you need to know? How do go ahead with learning the cocoa framework? Can I directly start on cocoa touch or do I need to know the MAC cocoa framework first? Inputs from someone who was in the same situation (Know c++/c# but no clue about mac programming/objective c/cocoa) would help greatly.

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  • 3D architecture app for Android or iPhone

    - by Manixate
    I want to make an app for 3D modeling on iPhone/Android. I cannot get the basic idea of how to get started. I have various options such as learning OpenGL ES, UDK or Unity3d but I want to create models(e.g architecture etc) in my app and then render them when user is finished modeling. I do not know if I am able to design models and then render them in the same app with various effects on the iPhone/Android using UDK or Unity3d. (Note: If you find this question unclear please ask, I may have skipped some vital information).

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  • Different iPhone screen resolutions and game graphics

    - by Luke
    We are developing a 2D game for iPhone using cocos2d-x. The artists are drawing the raster graphic for a resoluion of 640x960. For older iPhone devices, those that have a resolution of 320x480, should we provide a completely new set of graphics, to be adapted to the smaller resolution? I was thinking of simply scaling the whole scene of a factor of 2. That would save us the time to write a specific set of graphic elements for the smaller resolution. What is the best practices? How do you guys handle the different screen resolution w.r.t. the graphic part of the game?

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  • fun thread: what is Google's masterplan?

    - by Joern
    (delete this post if it doesn't fit, but I think we all need some jokes sometimes) Hi, I was just wondering about how great Google products are. Google has made so many, already necessary, services till today. But what do you think is Google's masterplan? The funniest answer will be the right answer. Yours, Joern.

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  • iPhone file extension app association - Reloaded

    - by MihaiD
    On the subject of associating your iPhone app with file types. In this informative question I learned that apps could be associated with custom URL protocols. That was almost one year ago and since then Apple introduced 'Document Support' which goes a step further and allows apps to associate with file types. There is a lot of talk in the documentation about how to set up your app to launch other appropriate apps when it encounters an unknown file type. This means the association doesn't work out of the box for any app, like the URL protocol registering did. This leads me to the question: have system apps like Safari or Mail implemented this system for choosing associated applications, or will they do nothing, as before?

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  • Consume WCF Web Service in Objective-C on an iPhone

    - by JWD
    I am having a hard time consuming a very simple (Hello World) WCF web service in my iPhone app. From what I have read, you must manually create the request message then send it to the web service URL. I was able to accomplish this on a .asmx web service, but not with a WCF service. How do I know the correct format of the request SOAP message? The web service I am trying to hit has a format of: http://xxx.xxx.xxx.xxx:PORT/IService1/ (running locally in a VM) I apologize for the lack of information, I am pretty lost. Any and all help is much appreciated. Thanks in advance!

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  • iPhone App rejected because of Three20 private API undocumented, private UITouch instance variables:

    - by Sijo
    I got a notification mail after submitting to app store.. "During our review of your application we found it is using private APIs, which is in violation of the iPhone Developer Program License Agreement section 3.3.1; "3.3.1 Applications may only use Documented APIs in the manner prescribed by Apple and must not use or call any private APIs." While your application has not been rejected, it would be appropriate to resolve this issue in your next update. The non-public APIs that are included in your application are the following undocumented, private UITouch instance variables: firstResponder UITouch._locationInWindow UITouch._phase UITouch._previousLocationInWindow UITouch._tapCount UITouch._timestamp UITouch._touchFlags UITouch._view UITouch._window Please resolve this issue in your next update to Application " . My application contains Three20. These variables are used in "UIViewAdditions.m". Is there any way to resolve this issue ? Please help me. Thanks in advance

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  • Change UIImageView Center - iPhone

    - by CccTrash
    I am trying to make a little ball that rolls around based on the accelerometer values in the iPhone. This code will not build: -(void)accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration { if(difficulty == @"easy") { CGFloat newX = (CGFloat)(ball.center.x + (CGFloat)acceleration.x); CGFloat newY = (CGFloat)(ball.center.y + (CGFloat)acceleration.y); ball.center.x = newX; ball.center.y = newY; } } It gives me an lvalue required as left operand of assignment error. I've tried 100 different things and I fail every time...This is just the latest failure. Anyone have any insight?

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  • iPhone StoreKit - invalid product id's

    - by Achim
    I'm trying to test the in App purchase within the sandbox environment. In order to test the code I a) created a In App Purchase Test User account under 'Manage Users' in iTunes Connect b) created some in app purchase products under 'Manage Your In App Purchases'. I used numeric values and alpha-numeric values for the Product ID's. c) Loaded the app onto the iPhone, went to Settings-Store and logged out of the regular store and into the under a) created test account d) set a breakpoint in the (void)productsRequest:(SKProductsRequest *)request didReceiveResponse:(SKProductsResponse *)response callback All the submitted Product ID's are in the response.invalidProductIdentifiers category. When submitting the request I use either the Product ID's used under b) directly or I tried to prefix them with the Bundle ID: NSString *id2 = @"com.super.duper.8"; NSSet *productList = [NSSet setWithObjects:id2, @"8", nil]; SKProductsRequest *request= [[SKProductsRequest alloc] initWithProductIdentifiers:productList]; Am I missing something obvious? Any help is appreciated. Achim

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  • Moving a sprite around the circumference of a circle in Cocos2d-iPhone

    - by CircleOfLife
    I am new to Cocos2d. I have taken a look at the documentation at it looks pretty simple compared to what you need to do using basic Iphone classes such as UIAnimation etc. I want to move a Sprite (eg. Bird, Plane or Car) around the center of a circle around its circumference, smoothly so that even the sprite rotates accordingly. How is this possible in Cocos2d? It would be very helpful if someone can post some basic code. Thanks.

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  • Figuring if a link is clicked on a webView - iPhone

    - by Uygar
    Hi, I am using a custom webview to show a tabbar when user touches on the webview. But when I clicked on a link in a webview, tabbar is shown for a little time and then page loads. I am using this custom webview to detect touch: http://github.com/psychs/iphone-samples/blob/b772b963f2acf18d478b41b44555992fcd8d4f31/WebViewTappingHack/Classes/PSWebView.m Can I detect if a link clicked or not? Because a link stands on the webview, webview detects the touch and also it loads the page... I want to prevent it. Thanks in advance.

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  • Enterprise distribution Program for iPhone

    - by Mohammed Sadiq
    Hi all, I would like to implement a application which backs up all the internal datas like sms, mms, videos, audios, documents, call history stored in iPhone. But this seems to be not possible with api docs that the apple has released so far ... I have gone through the pdf of ENterprise distribution program and some of the links related to Enterprise Distribution Program, specifies about the Remote wipe and accessing of internal datas like Calendar, sms, mms ect .... But they didnt mention how to do it programmatically. Does Apple provide any special priviledges like extra api support to access the internal data in their Enterprise Distribution Program?. Is there any difference between Enterprise Distribution Program and Standard Distribution Program in the development point of view? And since in-house distribution does not require Apple approval, shall we use some other method which are not officially mentioned in apple docs, to access the internal stored data .. If so can anyone point out the way to do it? Any help would be greatly appreciated awaiting for your response Best regards, Mohammed Sadiq ....

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  • iPhone MKMapView : the map can’t load completely.

    - by Tattat
    I don't know what's make wrong, my map can load, but the image on the map is not completely load. plx help. thz a lot. Here is the simulate map from the iPhone: (Added more example image.) http://img689.imageshack.us/img689/8476/screenshot20100309at841.jpg Here is the code: MKCoordinateRegion theRegion; MKCoordinateSpan theSpan; theSpan.latitudeDelta = 0.005; theSpan.longitudeDelta = 0.005; theRegion.center =  manager.location.coordinate; theRegion.span = theSpan; myMap.scrollEnabled = YES; myMap.zoomEnabled = YES; [myMap setRegion:theRegion]; [myMap regionThatFits:theRegion];

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  • iPhone Developer Program - Help?

    - by Cal S
    Hi, I just signed up for the iPhone Developer Program (the $99 one), I filled it all out, was directed to the store and completed the purchase. However, when I go to the member center it says I have not completed the purchase: Your Developer Program Enrollment Status: Once you've completed your purchase, you will receive an Order Acknowledgement email from the Apple Online Store and an Activation email within 24 hours from Apple Developer Support. The email from Apple Developer Support will contain information on how to access the resources of your Program. With a link directing me to a page that adds the program to my cart in the Apple store. (A process I have already been through with a success message at the end) Is this what has happened to everyone else? Aren't I supposed to receive an email from Apple at least confirming the purchase? I have received nothing. Thanks a lot.

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  • Scrollable div on iPhone without using 2 fingers?

    - by Brad Parks
    Hi there; I've got a UIWebView embedded in my iPhone app, and I'd like to keep a locked header and footer DIV on the page at all times, with a scrollable center DIV. I know that I could do this using a header/footer that are UIView controls, but I want the header and footer to be HTML divs, as a pure HTML/JS/CSS solution will be easier to port to Android/PalmPre/AdobeAir, which is going to be on my todo list relatively soon. I can do this using techniques like the one mentioned here: http://defunc.com/blog/?p=94 But this requires that the user use 2 fingers to scroll the div, which is not satisfactory to me... Any suggestions on how to do this? Thanks, Brad

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  • iPhone - Native App GeoLocation VS Web App GeoLocation

    - by Sam
    Here's my situation; I've built a very simple web app that looks up a users location and plots it on a Google map. Here's my code: http://pastebin.com/d3a185efd When I test it, my location is detected as being = 500 meters from where I actually stand. BUT When I open up Google Maps or Gowalla my location is correct to within <20 meters? So my question is: Do native iPhone apps benefit from a higher accuracy rate than web apps? If so, why?

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