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  • Create an Edit view similar to Contacts App

    - by Daniel Granger
    I have an edit view in my app which is a instance of UITableViewController and contains one cell with a textfield in a grouped table. At the moment this cell is at the top of the screen and is firstResponder so they keyboard is visible as well. But in all the Apples apps like the Contacts App when you edit a piece of information like an Email it buts both of its rows in the middle between the Nav Bar and the Keyboard not at the top of the screen. How do I achieve this effect? Many Thanks

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  • set Width & Height alone on Views in iPhone Development

    - by ChethanRao
    Hey guys, I am working on an iPhone project where i need to change the width and height of a UIImageView dynamically. I have come across CGPointMake to change x & y positions alone, but what should i use for changing width & height alone??. There's something called CGSizeMake but i am not able to make it work. Can someone help...any idea abt this....???.. Thanks.

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  • iPhone App made using XCode 3.2.3 does not run on 3.1.3 OS

    - by balexandre
    I can't figure this out and I thought that someone might run through the same thing. I have XCode 3.2.3 (Pre Release with OS 4 beta) and I started to create my application, after the final touches and everything worked ok, I changed the Simulator - 4.0 to Simulator - 3.1.3 (latest iPhone OS) and I could never start my app again :-( Does anyone know what I should do? I created a simple Screencast of the problem so everyone can see what I'm writing about. Thank you for all the help.

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  • iPhone Simulating App Update at home before going out in the big bad world

    - by Aran Mulholland
    this is a follow on from this question and the link given it seems that when an app is updated all of the files in the documents directory are copied into the updated apps documents directory and also anything in Library/Preferences. Whats the best way to simulate this for testing purposes? Just copy the files in ApplicationSupport/iPhone Simulator etc? or has anyone developped any funky techniques for testing this.

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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 I make a navigation-based app?

    - by Dyldo42
    Yes, I know, most of you are thinking I'm an idiot, butt (kidding) I'm not. I've been searching everywhere for something on how to fully make a navigation-based iphone app, but all I've found is how to set up table views or navigation controllers. I haven't found anything on how to create a data model (something simple from arrays and dictionaries, SQLite and CoreData are a bit out of my scope) or navigate it. Does anyone know of any tutorials or anything like that? Thanks.

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  • Using App Engine to update a database in a app

    - by tyczj
    I have been reading about app engine but I still dont know what I can and cant do with it in a android application. Basically what I want to do is be able to create/manage a database in the cloud that the app can pull down and update the local database if needed. Creation and managing would be done outside of the app by me. I dont know much about all of this as I am just getting started with it but I already have an application made, I just want to add this feature to it. I have never written any sort of Web Service calls or anything either but I have used them to get data and such Can this be done? Any tutorials out there to help me out?

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  • Testing an app on the device

    - by DailyDoggy
    Hi there! For some reason i cant test my apps on a real iphone anymore. My license is valid the device has a profile, but something just doesn't seem to work... I think i'm doing something wrong but i don't know what exactly... the App Id, the Profile?? Can you please list me all the steps of testing an app? before i could do it myself but now i just don't get it anymore... Any ideas or suggestions?

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  • Apple Itunes app limitations

    - by user339625
    I have a iphone game that i am creating and wanted to know a couple limitations once the person downloads the game and they sign in with a user name i want them to be able to download new content maps packs etc. What is the limit in size these downloads can be? where can this content be stored? thank you!

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  • iPhone/iPad: Get Alerts When Paid Apps Go Free

    - by Gopinath
    iPhone users has thousands of cool applications to choose. These apps are either paid or absolutely free. Many of the paid applications goes free for either a limited time or forever depending on the mood of their developers. Will it not be cool to get alerts whenever a paid app goes free? Yeah, it will be great. Free App Alert is a handy website that checks iTunes store regularly and sends alerts to it’s subscribers about the apps that have gone from paid to free. You can receive the alerts by following them on twitter, facebook or subscribing to the traditional RSS feeds(yeah RSS is a traditional technology). The home page of this website shows the apps that have gone free today and you can browse through the previous day free apps listing with the help of links available at the bottom. Free App Alert is definitely a cool site to check out for iPhone/iPod/iPad users and certainly easier than scrolling through iTunes store and checking prices. Tip: Immediately download the app that have gone from paid to free as many apps are free for limited time. You can see many free apps going back to paid version if you go through the previous pages the website. Join us on Facebook to read all our stories right inside your Facebook news feed.

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  • Group Video Chat On iPad With Fring App

    - by Gopinath
    Apple’s Facetime is the simplest and most easy to use video chat application available for iOS devices and Apple Macs. Facetime lets you have a one-to-one video chat, but what about having a group chat on your iPad with a bunch of friends? Here comes Fring App for iPad that lets you group chat up to 4 members at a time. Unlike Facetime Fring does not impose any restriction on the network connectivity for video chatting. You can initiate a group video chatting on any network (3G, Wi-Fi, 4G, etc.) but Wi-Fi is the most preferred option for smooth video streaming. Also Fring is a cross platform application(runs on iOS, Android & Nokia), so your group video chat session can have a mix of devices – iPads, Android smartphones/tablets and Nokia mobiles. Anyone mobile device with a front facing  cam and Fring app is allowed to join the party. Here is the promotional ad of Fring’s group video chatting application By the way did I say that Fring is a free app? Group video on iPad at no cost!!! Download Fring from Apple’s AppStore This article titled,Group Video Chat On iPad With Fring App, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • Best practices for App Idea ownership and shares

    - by JOG
    I am developing apps on my sparetime. I am the sole developer, and two non-programmer friends of mine provide vision, content, algorithms and ideas. We always agree happily on all the features, todos and prioritizations. But naturally, coding it is the biggest part. When selling, we agree on splitting profit equally, that is 33% each. But version 1.0 naturally does not sell much. And I go on to try to make the app more viral. This includes tons of stuff where the others are of little help. Examples: Adding support for sharing, facebook connect, gameifying, letting users add content, home page, support, maintenance, server services to make it easier for to update content. The list is long. Suddenly I will be doing 100% of a lot of work but only "own" a third of the income. My friends may either "fade out" of the project after 1.0, or they continue to contribute, but with less value and I would rather exchange them for more programmers or graphic designers. The effort they made to version 1.0 is worth a lot to the app and I realize I would have never done it without them. But I am doing all the work in the end. It is hard to negotiate about splitting 90, 5, 5 instead of 33% each, because the idea is still theirs. How to solve this? What are the best practices to regard the ownership of the app? What kind of agreements could I make that make it beneficial and motivational for me to continue developing the app?

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  • Authenticate native mobile app using a REST API

    - by Supercell
    I'm starting a new project soon, which is targeting mobile application for all major mobile platforms (iOS, Android, Windows). It will be a client-server architecture. The app is both informational and transactional. For the transactional part, they're required to have an account and log in before a transaction can be made. I'm new to mobile development, so I don't know how the authentication part is done on these platforms. The clients will communicate with the server through a REST API. Will be using HTTPS ofcourse. I haven't yet decided if I want the user to log in when they open the app, or only when they perform a transaction. I got the following questions: 1) Like the Facebook application, you only enter your credentials when you open the application for the first time. After that, you're automatically signed in every time you open the app. How does one accomplish this? Just simply by encrypting and storing the credentials on the device and sending them every time the app starts? 2) Do I need to authenticate the user for each (transactional) request made to the REST API or use a token based approach? Please feel free to suggest other ways for authentication. Thanks!

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  • Wirelessly Sync Photos From iPhone To Computer Using CameraSync

    - by Gopinath
    How do you upload photos captured on your iOS device to your computer? By connecting the device using a cable and then syncing up with an app?? Ah..is’nt it a boring way. Here comes CameraSync – an app that lets you wirelessly send your iOS device photos to DropBox, so that you can access on your computer irrespective of the platform (Windows, Mac, Linux). By the way, this app works in the background and syncs the  files without disturbing  you. You don’t like DropBox? CameraSync works with a variety  of cloud services : Flickr, Amazon S3, iDisk, FTP and Box.net. If you looking for a step by step guide on how to setup CameraSync for DropBox then check this post. CameraSync cost $1.99 and runs on iOS4.0+ devices. CameraSync [iTunes App via Lifehacker] This article titled,Wirelessly Sync Photos From iPhone To Computer Using CameraSync, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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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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  • iOS App Ideas for a graduation project

    - by kramer
    I'm a CS student (BSc. degree) and it's my senior year so I'll need to do a mandatory graduation project. A friend and I just realized we are about to miss the project proposal submission deadline so we went out there researching... One of the professors (our future-project-supervisor) recommended us to team up and submit a single project with strong roots, as our only chance to fit-in this semester's quota. (we were already pretty late to consult him and most supervisors are almost at their full-quota). Anyway, his research area mainly focuses on image processing, virtual reality, computer vision/graphics so he went ahead and recommended us to find some project ideas that would work as an iPhone app. Thing is, we have no development experience on Macs but have plenty of Java, C#, C and Ruby experience... I am looking for interesting iPhone app ideas that would be appropriate as a graduation project. Go ahead and fire away your ideas and comments, they are much appreciated.

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  • Google App. Engine for RoR and Python apps

    - by RPK
    I fairly understand that this Q+A site is programmers destination and questions on hosting are not permitted here, but anyone who has heard of Google's App. Engine is well aware that this question is suited for this site only. Google App. Engine supports either Java or Python interpreter. I want to know what type of applications can be hosted on this engine? If my Python or RoR application needs a database behind, will this engine support it? For RoR applications, which interpreter to choose? What are the advantages of Google App.Engine over a local IDE?

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  • VS 2010 SP1 BETA – App.config XML Transformation Fix

    - by João Angelo
    The current version for App.config XML tranformations as described in a previous post does not support the SP1 BETA version of Visual Studio. I did some quick tests and decided to provide a different version with a compatibility fix for those already experimenting with the beta release of the service pack. This is a quick workaround to the build errors I found when using the transformations in SP1 beta and is pretty much untested since I’ll wait for the final release of the service pack to take a closer look to any possible problems. But for now, those that already installed SP1 beta can use the following transformations: VS 2010 SP1 BETA – App.config XML Transformation And those with the RTM release of Visual Studio can continue to use the original version of the transformations available from: VS 2010 RTM – App.config XML Transformation

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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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  • Help comparing Cocos2d and Unity3d for this project.....

    - by Omega
    I will not go into details, but I would like to hear your opinions about this: Essentially, my project will be a 2d game, with lots of complex levels, where some might be simple and others might be a bit more deep, with physics, etc. We want to implement our very own online structure: logging in, leaderboards, achievements, friends etc with our own servers. This means no OpenFeint nor GameCenter at all. We expect this game to be very large in both graphics and audio. We wish to use in-app purchases. Now, we considered two options. Cocos2d and Unity3d. We need help deciding using the factors I mentioned before (networking, good performance even for a large game in terms of graphics and audio like this, in-app purchases, etc) which option would fit better this? Technically, both options can create 2d games. I'd like to hear your opinion.

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