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  • migrate/ update core data app without erasing user data!

    - by treasure
    hello, i have a very complicated problem that i would like to share with you and maybe someone can answer it for me. before i start i have to say that i am very new in this. So, i have a coredata iphone app (much like the recipes app) that uses a pre-populated sql database. The user can add/edit his own data but the default data cannot be deleted. the useres data are ALL saved in the same sql database. QUESTION: what do i have to do in order to: - update some (not all) of the default data that are stored in the sql database without "touching" the user's data? (the model will stay the same - no new entities etc-) (if the user uninstall the app and then reinstall the new version everything will be ok but i dont want to do this, obviously). can someone PLEASE help in coding level?

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  • Best practices for packaging resources (jpg's, sound, video) in an iPhone app?

    - by Mel
    I'm a newb iPhone developer writing an app that has several large JPGs and sound files. Everything works ok if I drag these non-code resources into my project. But I am wondering if this is the right way to package my app. In Windows development, I would create a "resource DLL" that keeps the .exe size small. What is the equivalent for iPhone? I think I should be creating a "bundle" - can someone please give me some pointers to using these and how to link them into my main project? Thanks!

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  • Is there a way to load multiple app.configs in memory?

    - by Dave
    I have a windows service that loads multiple "handlers" written by different developers. The windows service exe has it's own app.config which I need. I'm trying to make it so that each developer can provide their own app.config along with their handler code. However, it seems an exe can only have one app.config. However, ASP.NET seems to support nested web.config... That's not exactly what I want, but I don't even know how I would get that to work in a windows service. Anyone come across this before or have any ideas?

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  • Screenshot Of webView with full image quality

    - by iPhone Developer
    I am trying to take a screenshot of a webView and change it to PDF. I have used this method: http://www.ioslearner.com/wp-content/uploads/2012/01/HtmlToPdfDemo.zip I mean the code in this project. It works fine for iPad but it doesn't covers full width for iPhone. I have used -sizeThatFits: for the webView, but that gives unreadable images for large html pages. I have searched a lot but all I could find out was in Android.. not iPhone. Please help me.Thanks!

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  • How can I create a sample SQLLite DB for my iPhone app?

    - by Dr Dork
    I'm diving in to iPhone development and I'm building an iPhone app that uses the Core Data framework and my first task will be to get the model setup with a few that will display it. Thus far, I have the model defined and my Managed Object Files created, but I don't have a database with any sample data. What's a quick way to create a DB that conforms to my schema? Are there any tools that can generate a sample DB using my schemas? Is there a good tool I can use to directly manipulate the data in DB for testing purposes? Thanks in advance for your help! I'm going to continue researching this question right now.

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  • How do I specify both icons for a universal iPhone/iPad app?

    - by byamabe
    I hope to create a single app that supports both the iPhone and the iPad. The app works in the simulator for both devices as desired. Now I'm trying to build and deploy it. I set the "Icon File" in the plist to the 57x57 .png image and when I build and try to submit the app ItunesConnect complains about needing a 72x72 .png image for the iPad. If I specify the "Icon File" to the 72x72 .png ItunesConnect complains about needing a 57x57 image for the iPhone. How do I specify both icons in a single plist?

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  • Unit testing of static library that involves NSDocumentDirectory and other iOS App specific calls.

    - by Shiun
    Hi, I'm attempting to run unit tests for a static library that attempts to create/write/read a file in the document directory. Since this is a static library and not an application for the iOS, attempts to reference the NSDocumentDirectory is returning me directory for the form "/Users//Library/Application Support/iPhone Simulator/Documents" This directory does not exist. When attempting to access a directory from an actual application, the NSDocumentDirectory returns something of the form: "/Users//Library/Application Support/iPhone Simulator/4.2/FEDBEF5F-1326-4383-A087-CDA1B865E61A/Documents" (Please note the simulator version as well as application ID as part of the path) How can I overcome this shortcoming in the unit test framework for static libraries that implement tests that require iOS app specific calls? Thanks in advance.

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  • Keeping iPhone App private after AppStore approval for beta testing.

    - by Stack
    I have messed around with AD-HOC distribution quite a bit and got it working too. The problem I am facing is all the people who I want to use as beta testers are "normal people" who never even sync their iPhone to iTunes on a computer. So, you can understand how technically challenged these people are, which is fine with me because that is the audience I want to use for testing. All these guys can do for me is if I can give them an AppStore link they will download it on their iPhone and test it for me. So, basically AD-HOC distribution (UDIDs, mobileprovision file and all that crap) is out of question for me. My Question is after AppStore approves my app, is there a way for me to be under the radar so that normal public can not download the app until I am ready. From past experience I know that the moment you put an app out there, in first week you get 100s of downloads and I dont want that to happen until my beta testing is finished.

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  • Cross-Platform Mobile Development With Mono for Android and MonoTouch

    - by Wallym
    Many years ago, in fact pre-Java, I remember a hallway discussion about the desire to write a single application that could easily run across various platforms. At the time, we were only worried about writing applications on Windows 3.1 and Mac OS 7.x. There were many discussions about windows, user interface concepts, and specifically a rather long discussion as to whether Mac users would accept a Mac application that didn't have balloon help. Thankfully, the marketplace answered this question for us with the Windows API winning the battle.A similar set of questions is currently going on in the mobile world. Unfortunately, at this point in time, there is currently no winning API and none currently in sight. What's a developer to do? Here are some questions that developers have (and there are many more):How can mobile developers target Android and the iPhone with the same code?How can .NET developers share their code across Android, iPhone and other platforms?How can developers give applications the look and feel of the specific platform and still allow as much code as possible to be shared?Mobile devices share many common features, such as cameras, accelerometers, and address books. How can we take advantage of them in a platform independent way and still give the users the look of every other application running on their platform?In this article, we'll look at some solutions to these cross-platform and code-sharing questions between Mono for Android, MonoTouch and the .NET Framework available to developers. 

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  • Looking for 2D Cross platform suggestions based on requirements specified

    - by MannyG
    I am an intermediate developer with minor experience on enterprise mobile applications for iphone, android and blackberry looking to build my first ever mobile game. I did a google search for some game dev forums and this popped up so I thought I would try posting here as I lack luck elsewhere. If you have ever heard of the game for the iphone and android platform entitled avatar fight then you will have an idea of the graphic capabilities I require. Basically the battles which are automated one sprite attacking another doing cool animations but all in 2d. My buddy and I have two motivations, one is to jump into mobile Dev as my experience is limited as is his so we would like some trending knowledge (html5 would be nice to learn) . The other is to make some money on the side, don't expect much but polishing the game and putting our all will hopefully reward us a bit. We have looked into corona engine, however a lot of people are saying it is limited in the graphics department, we are open to learning new languages like lua, c++, python etc. Others we have looked at include phonegap, rhomobile, unity, and the list goes on. I really have no idea what the pros and cons of these are but for a basic battle sequence and some mini games we want to chose the right one. Some more things that we will be doing include things like card games, side scrolling flying object based games, maybe fishing stuff. We want to start small with these minigames and work our way up to the idea we would like to implement in the future. We only want to work in 2D. So with these requirements please help me chose a platform to work on (cross platform is what we are ideally leaning towards). Please feel free to throw in some pieces of advice you may have for newbie game developers like myself too. Thank you for reading!

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  • Guitar hero clone and music

    - by mm24
    I am an indie game developer and I am doing a game similar to guitar hero. I am using tracks composed by musicians and I contacted them to sing a licensing contract. As is my first indie project I have no idea on how I should deal with the royalties aspect of this because each track as an ISRC code and each time a track is played in public there is a fee to pay to the "local" registration authority. An iPhone game it is downloaded and not played on air (or physically distributed), and hence I think there is a specific legislation for this that specifies how much one should pay. I own some of the tracks composed and for this I think I won't have to pay a royalty (even if the track has an ISRC code) but for other tracks I just have a license "to use". I wonder how a game like Guitar hero can sell on iPhone for as little as 0,99$ and then have "in app purchases" for packs of 3 songs (for about 2 dollars) and make a profit (I imagine they will have to pay a ISRC royalty). Does anyone of you have any idea of this can work or if there is a section in this forum where I can ask this question? I understand is not about coding but I think is about development of a game in the broader sense.

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