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  • Where is the SQL Azure Development Environment

    - by BuckWoody
    Recently I posted an entry explaining that you can develop in Windows Azure without having to connect to the main service on the Internet, using the Software Development Kit (SDK) which installs two emulators - one for compute and the other for storage. That brought up the question of the same kind of thing for SQL Azure. The short answer is that there isn’t one. While we’ll make the development experience for all versions of SQL Server, including SQL Azure more easy to write against, you can simply treat it as another edition of SQL Server. For instance, many of us use the SQL Server Developer Edition - which in versions up to 2008 is actually the Enterprise Edition - to develop our code. We might write that code against all kinds of environments, from SQL Express through Enterprise Edition. We know which features work on a certain edition, what T-SQL it supports and so on, and develop accordingly. We then test on the actual platform to ensure the code runs as expected. You can simply fold SQL Azure into that same development process. When you’re ready to deploy, if you’re using SQL Server Management Studio 2008 R2 or higher, you can script out the database when you’re done as a SQL Azure script (with change notifications where needed) by selecting the right “Engine Type” on the scripting panel: (Thanks to David Robinson for pointing this out and my co-worker Rick Shahid for the screen-shot - saved me firing up a VM this morning!) Will all this change? Will SSMS, “Data Dude” and other tools change to include SQL Azure? Well, I don’t have a specific roadmap for those tools, but we’re making big investments on Windows Azure and SQL Azure, so I can say that as time goes on, it will get easier. For now, make sure you know what features are and are not included in SQL Azure, and what T-SQL is supported. Here are a couple of references to help: General Guidelines and Limitations: http://msdn.microsoft.com/en-us/library/ee336245.aspx Transact-SQL Supported by SQL Azure: http://msdn.microsoft.com/en-us/library/ee336250.aspx SQL Azure Learning Plan: http://blogs.msdn.com/b/buckwoody/archive/2010/12/13/windows-azure-learning-plan-sql-azure.aspx

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  • Where is the SQL Azure Development Environment

    - by BuckWoody
    Recently I posted an entry explaining that you can develop in Windows Azure without having to connect to the main service on the Internet, using the Software Development Kit (SDK) which installs two emulators - one for compute and the other for storage. That brought up the question of the same kind of thing for SQL Azure. The short answer is that there isn’t one. While we’ll make the development experience for all versions of SQL Server, including SQL Azure more easy to write against, you can simply treat it as another edition of SQL Server. For instance, many of us use the SQL Server Developer Edition - which in versions up to 2008 is actually the Enterprise Edition - to develop our code. We might write that code against all kinds of environments, from SQL Express through Enterprise Edition. We know which features work on a certain edition, what T-SQL it supports and so on, and develop accordingly. We then test on the actual platform to ensure the code runs as expected. You can simply fold SQL Azure into that same development process. When you’re ready to deploy, if you’re using SQL Server Management Studio 2008 R2 or higher, you can script out the database when you’re done as a SQL Azure script (with change notifications where needed) by selecting the right “Engine Type” on the scripting panel: (Thanks to David Robinson for pointing this out and my co-worker Rick Shahid for the screen-shot - saved me firing up a VM this morning!) Will all this change? Will SSMS, “Data Dude” and other tools change to include SQL Azure? Well, I don’t have a specific roadmap for those tools, but we’re making big investments on Windows Azure and SQL Azure, so I can say that as time goes on, it will get easier. For now, make sure you know what features are and are not included in SQL Azure, and what T-SQL is supported. Here are a couple of references to help: General Guidelines and Limitations: http://msdn.microsoft.com/en-us/library/ee336245.aspx Transact-SQL Supported by SQL Azure: http://msdn.microsoft.com/en-us/library/ee336250.aspx SQL Azure Learning Plan: http://blogs.msdn.com/b/buckwoody/archive/2010/12/13/windows-azure-learning-plan-sql-azure.aspx

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  • Fast Society Creates Mini and Mobile Temporary Social Networks

    - by ETC
    You’re out on the town or at a convention with a bunch of friends. How do you keep in touch with the entire group simultaneously? Fast Society offers a smartphone-based solution: a temporary social network for group talking, texting, and more. Fast Society was originally an iPhone only application and has recently updated to include and Android app too. The premise is simple: You set up a Fast Society group, link your friends into it, and for that night (or convention weekend) you’re all part of the same mini group. You can text the entire group, share pictures, set up sub-groups (let’s say that half your group is going to stay up late and party while half need to hit the rack to get up early for presentations, you can create a new group for the night owls to communicate), share your location, and send in-app and SMS messages to the entire group. Check out the video above to see it in action or hit up the link below to read more and grab a copy. Face Society [via Mashable] Latest Features How-To Geek ETC How to Get Amazing Color from Photos in Photoshop, GIMP, and Paint.NET Learn To Adjust Contrast Like a Pro in Photoshop, GIMP, and Paint.NET Have You Ever Wondered How Your Operating System Got Its Name? Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? Peaceful Alpine River on a Sunny Day [Wallpaper] Fast Society Creates Mini and Mobile Temporary Social Networks Page Zipper Unpacks Multi-Page Articles for Single-Page Display Minty Bug: Build an FM Bug Inside a Mint Container Get the MakeUseOf eBook Guide to Hacker Proofing Your PC Sync Your Windows Computer with Your Ubuntu One Account [Desktop Client]

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  • What to think about when designing a simple GUI for a quiz game

    - by PeterK
    I am coming close to finish my first iPhone game ever, as a matter of fact also my first programming experience ever, which is a quiz game. I have all the functionality i want and is currently polishing it both from a code point of view as well as looking at the GUI. My initial idea was not to use any specific graphics but rather focus on the game experience and simplicity and by that only using background color, orange, and white text as well as buttons. The design is based on that all ages, from learning to read, should be able to host and play this game. However, as i am now getting close to the finish line i am starting to think what is needed from a GUI point of view. I would like to ask for some advice what to think about when designing a GUI. Is it considered OK without any 'fancy' graphics, what is the risk without it etc.? Also, what colors goes well together if i choose to use a simple GUI. I am thinking about color blindness etc. In other words how do i design a good and effective GUI for a simple game as mine? Thanks

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  • Admob banner not getting remove from superview

    - by Anil gupta
    I am developing one 2d game using cocos2d framework, in this game i am using admob for advertising, in some classes not in all classes but admob banner is visible in every class and after some time game getting crash also. I am not getting how admob banner is comes in every class in fact i have not declare in Rootviewcontroller class. can any one suggest me how to integrate Admob in cocos2d game, i want Admob banner in particular classes not in every class, I am using latest google admob sdk, my code is below: Thanks in advance ` -(void)AdMob{ NSLog(@"ADMOB"); CGSize winSize = [[CCDirector sharedDirector]winSize]; // Create a view of the standard size at the bottom of the screen. if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad){ bannerView_ = [[GADBannerView alloc] initWithFrame:CGRectMake(size.width/2-364, size.height - GAD_SIZE_728x90.height, GAD_SIZE_728x90.width, GAD_SIZE_728x90.height)]; } else { // It's an iPhone bannerView_ = [[GADBannerView alloc] initWithFrame:CGRectMake(size.width/2-160, size.height - GAD_SIZE_320x50.height, GAD_SIZE_320x50.width, GAD_SIZE_320x50.height)]; } if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) { bannerView_.adUnitID =@"a15062384653c9e"; } else { bannerView_.adUnitID =@"a15062392a0aa0a"; } bannerView_.rootViewController = self; [[[CCDirector sharedDirector]openGLView]addSubview:bannerView_]; [bannerView_ loadRequest:[GADRequest request]]; GADRequest *request = [[GADRequest alloc] init]; request.testing = [NSArray arrayWithObjects: GAD_SIMULATOR_ID, nil]; // Simulator [bannerView_ loadRequest:request]; } //best practice for removing the barnnerView_ -(void)removeSubviews{ NSArray* subviews = [[CCDirector sharedDirector]openGLView].subviews; for (id SUB in subviews){ [(UIView*)SUB removeFromSuperview]; [SUB release]; } NSLog(@"remove from view"); } //this makes the refreshTimer count -(void)targetMethod:(NSTimer *)theTimer{ //INCREASE OF THE TIMER AND SECONDS elapsedTime++; seconds++; //INCREASE OF THE MINUTOS EACH 60 SECONDS if (seconds>=60) { seconds=0; minutes++; [self removeSubviews]; [self AdMob]; } NSLog(@"TIME: %02d:%02d", minutes, seconds); } `

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  • Collision detection on a 2D hexagonal grid

    - by SundayMonday
    I'm making a casual grid-based 2D iPhone game using Cocos2D. The grid is a "staggered" hex-like grid consisting of uniformly sized and spaced discs. It looks something like this. I've stored the grid in a 2D array. Also I have a concept of "surrounding" grid cells. Namely the six grid cells surrounding a particular cell (except those on the boundries which can have less than six). Anyways I'm testing some collision detection and it's not working out as well as I had planned. Here's how I currently do collision detection for a moving disc that's approaching the stationary group of discs: Calculate ij-coordinates of grid cell closest to moving cell using moving cell's xy-position Get list of surrounding grid cells using ij-coordinates Examine the surrounding cells. If they're all empty then no collision If we have some non-empty surrounding cells then compare the distance between the disc centers to some minimum distance required for a collision If there's a collision then place the moving disc in grid cell ij So this works but not too well. I've considered a potentially simpler brute force approach where I just compare the moving disc to all stationary discs at each step of the game loop. This is probably feasible in terms of performance since the stationary disc count is 300 max. If not then some space-partitioning data structure could be used however that feels too complex. What are some common approaches and best practices to collision detection in a game like this?

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  • iOS 5: Enable Android Style Auto Correction Feature With A Simple Trick

    - by Gopinath
    Apple generally don’t let its users to play with their devices, but seems to be these days there are few things slipping through the nets. Smart users are able find some hacks and enable new features on iOS devices! Few days ago we heard about the hidden panorama feature built into iOS 5 and it could be enabled on a jail broken device. Here come another hidden feature unearthed by a smart geek in iOS 5 : enable Android style auto-correction on on-screen keyboard. Luckily to enable this feature you don’t need to jailbreak, all you need to do is to take backup of your device, edit a file and restore it back. Boom!  That’s it. To enable auto corrections feature on the on-screen keyboard of iOS 5 follow these steps Download iBackupBot and install it on your machine. It’s works on both Windows and Mac OS X. Backup your iPhone, iPod, or iPad with iTunes – plug in your iOS device and sync it. Open iBackupBot, locate your most recent backup and click on it Scroll down to Library/Preferences/com.apple.keyboard.plist and double-click on it.   Replace everything between the two <dict> with the following <key>KeyboardAutocorrectionLists</key> <string>YES</string> Save the plist file, then hit the "Restore From Backup" button in iBackupbot. Reboot your device to see the auto correction feature in action on your device’s on-screen keyboard. via lifehacker This article titled,iOS 5: Enable Android Style Auto Correction Feature With A Simple Trick, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • Linking Libraries in iOS?

    - by Joey Green
    This is probably a totally noob question but I have missing links in my mind when thinking about linking libraries in iOS. I usually just add a new library that's been cross compiled and set the build and linker paths without really know what I'm doing. I'm hoping someone can help me fill in some gaps. Let's take the OpenCV library for instance. I have this totally working btw because of a really well written tutorial( http://niw.at/articles/2009/03/14/using-opencv-on-iphone/en ), but I'm just wanting to know what is exactly going on. What I'm thinking is happening is that when I build OpenCV for iOS is that your creating object code that gets placed in the .a files. This object code is just the implementation files( .m ) compiled. One reason you would want to do this is to make it hard to see the source code and so that you don't have to compile that source code every time. The .h files won't be put in the library ( .a ). You include the .h in your source files and these header files communicate with the object code library ( .a ) in some way. You also have to include the header files for your library in the Build Path and the Library itself in the Linker Path. So, is the way I view linking libraries correct? If , not can someone correct me on this ?

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  • 2D non-tile based map editor

    - by Jonesy
    I am currently developing a relatively simple 2D, topdown oriented adventure game for the iPhone and was wondering what would be the easiest way to create the maps for my game. I figured I would need some kind of visual editor that would give me immediate feedback and would allow me to place all objects in the world exactly where I want them. I could then load the saved representation of the world I create in the editor in my game. So, I am looking for a simple map editor that allows me to do this. All the objects in my game are simply textured rectangles build up from two triangles. All I need to be able to do is position different rectangles/objects in the map, and give them a texture. I am using texture atlases, so it would be useful to be able to assign portions of textures to the objects. I then need to be able to extract all the objects from the saved representation of my maps, together with the name/identifier of the texture(atlas) they use, and the area of the texture atlas. I have looked at some tile-based map editors like Tiled and Ogmo, but they don't seem to be able to do what I want. Any suggestions? EDIT: a more concrete example: something like the GameMaker level editor, but then with added export functionality in a handy format.

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  • Growing mobile developers inside a web development org

    - by Arkaaito
    I work for a "mature web startup" as a web developer (mainly using PHP). Our main site has about 8 million registered members at the moment. However, the site is basically impossible to use on anything that's not a real computer. One of our most-requested features, if not the most requested, is a mobile app or mobile version of the site. I think we need to do it. Management thinks we need to do it. In fact, everyone in the company thinks we need to do it. But it's nigh impossible to hire someone with iPhone/Android skills in the present market. I'm the only person at the company with any level of mobile development experience currently, and I'm not that good (yet), so I'm seeking comments on how to bootstrap a capacity for mobile development. Anything from general tips (should I focus on developing my personal skills first or try to pick up a more experienced mobile dev?) to specific recommendations on training, etc., may be helpful, as long as it doesn't reduce to "sucks to be you." :-)

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  • Is rotating the lead developer a good or bad idea?

    - by Renesis
    I work on a team that has been flat organizationally since it's creation several months ago. My manager is non-technical and this means that our whole team is responsible for decision-making. My manager is beginning to realize that there are several benefits to having a lead developer, both for his sake (a single point of contact and single responsible party for tasks) and ours (dispute resolution, organized technical guidance, etc.). Because the team has been flat, one concern is that picking one lead developer may discourage the others. A non-developer suggested to my manager that rotating the lead developer is a possible way to avoid this issue. One developer would be lead one month, another the next, and so on. Is this a good idea? Why or why not? Keep in mind that this means all developers — All developers are good, but not necessarily equally suited to leadership. And if it is not, suppose I am likely the best candidate for lead developer — how do I recommend that we avoid this approach without looking like it's merely for selfish reasons? (In other words, the team is small enough that anyone recommending a single leader is likely to appear to be recommending themselves — especially those who have been part of the team longer.)

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  • Quickly Generate Siri Fake Conversation Screenshots – iFakeSiri.com

    - by Gopinath
    One of the best features introduced in Apple iPhone 4S is Siri, the virtual personal assistant that obeys to the commands and answers to the questions. Siri is a lot of fun to use and at times it says few weird stuff. To read some of the funniest replies given by Siri check the site shitsirisays.com. But how many of the screenshots shared on the web are real? Because it’s pretty easy to fake a Siri screenshots and you don’t even need to have Photoshop skills for that. To generate fake Siri screenshots just go to the website ifakesiri.com, enter the text whatever you want and click on generate button. That’s all you will have a fake siri screenshot to spread it around the web. Here is one such screenshot I created   Visit ifakesiri.com and have fun in generating fake Siri screenshots This article titled,Quickly Generate Siri Fake Conversation Screenshots – iFakeSiri.com, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • 2D non-tile based map editor

    - by user5468
    I am currently developing a relatively simple 2D, topdown oriented adventure game for the iPhone and was wondering what would be the easiest way to create the maps for my game. I figured I would need some kind of visual editor that would give me immediate feedback and would allow me to place all objects in the world exactly where I want them. I could then load the saved representation of the world I create in the editor in my game. So, I am looking for a simple map editor that allows me to do this. All the objects in my game are simply textured rectangles build up from two triangles. All I need to be able to do is position different rectangles/objects in the map, and give them a texture. I am using texture atlases, so it would be useful to be able to assign portions of textures to the objects. I then need to be able to extract all the objects from the saved representation of my maps, together with the name/identifier of the texture(atlas) they use, and the area of the texture atlas. I have looked at some tile-based map editors like Tiled and Ogmo, but they don't seem to be able to do what I want. Any suggestions? EDIT: a more concrete example: something like the GameMaker level editor, but then with added export functionality in a handy format.

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  • Here Is Official GMail App For iPhones & iPads

    - by Gopinath
    Its a great day for GMail users! Few hours ago Google pushed a new GMail web user interface to all the users and now they released GMail iOS App[iTunes Link]. After delaying several years Google at last released a native GMail application of iPhone, iPad & iPod touch. In a blog post, Google says We’ve combined your favorite features from the Gmail mobile web app and iOS into one app so you can be more productive on the go.It’s designed to be fast, efficient and take full advantage of the touchscreen and notification capabilities of your device. The iOS App includes almost all the features that are found on Android version of GMail app -  users can star, label, archive, access the Priority Inbox and push notifications for new mail alerts. It also includes standard touchscreen commands like pull down to refresh and swipe to scroll emails. Go and grab the GMail App from iTunes This article titled,Here Is Official GMail App For iPhones & iPads, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • 2D animations frames vs 3D animation for small indie project: timing considerations

    - by mm24
    pretty lame question but was wondering.. I am developing a 2D game using Cocos2D for iOS. The art work till now is all 2D (is a shooter game) but some of the characters would benefit of complex animations (eg. 20 frames). I feel a bit stupid because I came across only now that there is the chance to do 3D to 2D frames exporting and then to use them in Cocos2D. The thing that put me off on 3D gaming at first was that it takes more than one person in a team to do so properly (Illustrator, 3D modeller, 3D animator and programmer). Now I feel a bit stupid because having a 3D model I could do and modify the poses whenever I wanted (I should ask to the 3D animator which I guess would be time expensive). Instead now is me and two illustrators (as I require many frames per character). Is my impression that it would have been much longer right or not? Are there any other project management considerations that can be done on this? Sorry if for some this might be trivial but is my first "indie game developer experience".

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  • OpenGL ES 2.0 texture distortion on large geometry

    - by Spruce
    OpenGL ES 2.0 has serious precision issues with texture sampling - I've seen topics with a similar problem, but I haven't seen a real solution to this "distorted OpenGL ES 2.0 texture" problem yet. This is not related to the texture's image format or OpenGL color buffers, it seems like it's a precision error. I don't know what specifically causes the precision to fail - it doesn't seem like it's just the size of geometry that causes this distortion, because simply scaling vertex position passed to the the vertex shader does not solve the issue. Here are some examples of the texture distortion: Distorted Texture (on OpenGL ES 2.0): http://i47.tinypic.com/3322h6d.png What the texture normally looks like (also on OpenGL ES 2.0): http://i49.tinypic.com/b4jc6c.png The texture issue is limited to small scale geometry on OpenGL ES 2.0, otherwise the texture sampling appears normal, but the grainy effect gradually worsens the further the vertex data is from the origin of XYZ(0,0,0) These texture issues do not occur on desktop OpenGL (works fine under Windows XP, Windows 7, and Mac OS X) I've only seen the problem occur on Android, iPhone, or WebGL(which is similar to OpenGL ES 2.0) All textures are power of 2 but the problem still occurs Scaling the vertex data - The values of a vertex's X Y Z location are in the range of: -65536 to +65536 floating point I realized this was large, so I tried dividing the vertex positions by 1024 to shrink the geometry and hopefully get more accurate floating point precision, but this didn't fix or lessen the texture distortion issue Scaling the modelview or scaling the projection matrix does not help Changing texture filtering options does not help Disabling mipmapping, or using GL_NEAREST/GL_LINEAR does nothing Enabling/disabling anisotropic does nothing The banding effect still occurs even when using GL_CLAMP Dividing the texture coords passed to the vertex shader and then multiplying them back to the correct values in the fragment shader, also does not work precision highp sampler2D, highp float, highp int - in the fragment or the vertex shader didn't change anything (lowp/mediump did not work either) I'm thinking this problem has to have been solved at one point - Seeing that OpenGL ES 2.0 -based games have been able to render large-scale, highly detailed geometry

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  • Moving a Cube from a GUI texture on iOS [on hold]

    - by London2423
    I really hope someone can help me in this since I am working already two days but without any result. What I' am trying to achieve in this instance is to move a GameObject when a GUI Texture is touch on a Iphone. The GameObject to be moved is named Cube. The Cube has a Script named "Left" that supposedly when is "call it " from the GUITexture the Cube should move left. I hope is clear: I want to "activated" the script in the Game Object from the Guitexture. I try to use send message but without any joy as well so I am using GetComponent. This is the script "inside" the GUITexture using Unity and C# //script inside the gameobject cube so it can move left when call it from the GUItexture void Awake() { left = Cube.GetComponent<Left>().enable = true; } void Start() { Cube = GameObject.Find ("Cube"); } void Update () { //loop through all the touches on the screeen for(int i = 0 ; i < Input.touchCount; i++) { //execute this code for current touch (i) on the screen if(this.guiTexture.HitTest(Input.GetTouch(i).position)) { //if current hits our guiTecture, run this code if(Input.GetTouch (i).phase == TouchPhase.Began) //move the cube object Cube.GetComponent<Left> (); } if(Input.GetTouch (i).phase == TouchPhase.Ended) { return; } if(Input.GetTouch(i).phase == TouchPhase.Stationary); //if current finger is stationary run this code { Cube.GetComponent<Left> (); } } } } } This is the script inside the GameObject named "Cube" that is activated from the Gui Texture and when is activated from the GUITexture should allow the cube to move left public class Left : MonoBehaviour { // Use this for initialization void Start () { } // Update is called once per frame void OnMousedown () { transform.position += Vector3.left * Time.deltaTime; } } Before write here I search all documentation, tutorial videos, forums but I still don't understand where is my mistake. May please someone help me Thanks CL

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  • Linking Libraries in iOS?

    - by Bob Dole
    This is probably a totally noob question but I have missing links in my mind when thinking about linking libraries in iOS. I usually just add a new library that's been cross compiled and set the build and linker paths without really know what I'm doing. I'm hoping someone can help me fill in some gaps. Let's take the OpenCV library for instance. I have this totally working btw because of a really well written tutorial( http://niw.at/articles/2009/03/14/using-opencv-on-iphone/en ), but I'm just wanting to know what is exactly going on. What I'm thinking is happening is that when I build OpenCV for iOS is that your creating object code that gets placed in the .a files. This object code is just the implementation files( .m ) compiled. One reason you would want to do this is to make it hard to see the source code and so that you don't have to compile that source code every time. The .h files won't be put in the library ( .a ). You include the .h in your source files and these header files communicate with the object code library ( .a ) in some way. You also have to include the header files for your library in the Build Path and the Library itself in the Linker Path. So, is the way I view linking libraries correct? If , not can someone correct me on this ?

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  • As my first professional position should I take it at a start-up or a better known company? [closed]

    - by Carl Carlson
    I am a couple of months removed from graduating with a CS degree and my gpa wasn't very high. But I do have aspirations of becoming a good software developer. Nevertheless I got two job offers recently. One is with a small start-up and the other is with a military contractor. The military contractor asked for my gpa and I gave it to them. The military contracting position is in developing GIS related applications which I was familiar with in an internship. After receiving an offer from the military contractor, I received an offer from the start-up after the start-up asked me how much the offer was from the military contractor. So the pay is even. The start-up would require I be immediately thrust into it with only two other people in the start-up currently and I would have to learn everything on my own. The military contractor has teams and people who know what their doing and would be able to offer me guidance. Seeing as how I have been a couple of months removed from school and need something of a refresher is it better than I just dive into the start-up and diversify what I've learned or be specialized on a particular track? Some more facts about the start-up: It deals with military contracts as well and is in Phase 2 of contracts. It will require I learn a diverse amount of technologies including cyber security, android development, python, javascript, etc. The military contractor will have me learn more C#, refine my Java, do javascript, and GIS related technologies. I might as well come out and say the military contractor is Northrop Grumman and more or less offered me less money than the projected starting salary from online salary calculators. But there is the possibility of bonuses, while the start-up doesn't include the possibility of bonuses. I think benefits for both are relatively the same.

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  • Artists and music - i need help to decide wich cms to use.

    - by infty
    A friend has asked me to build a site with the following options: staff members must be able to add new music and artists to the page a gallery must be provided - it is also good if each artist has the ability to have his/her own, smaller, gallery users must be able to vote for artists users must be able to alter in discussions (forums or comments sections) staff members must be able to blog staff members must be able to write articles I did a small project where i actually implementet all of these features, but i want to use an existing content managment system for all of these features so that future devolpers can, hopefully, more easy extend the website. And also, so that i dont have to provide to much documentation. I have never developed a website using an external cms like drupal or wordpress and after seeing hours of tutorial videos of both systems, i still cant make up my mind on wheter i should : a) use Drupal 7 b) use Wordpress 3 c) create my own cms I can only imagine that staff members would also want to create content using iphone or android based mobile devices. But this is not a required feature. Can someone, with experience, please tell me about their experiences with bigger projects like this? The site will approx. have a total of 400 000 - 500 000 visitors (not daily visitors, based on numbers from last year in a period of 4 months)

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  • Seperation of drawing and logic in games

    - by BFree
    I'm a developer that's just now starting to mess around with game development. I'm a .Net guy, so I've messed with XNA and am now playing around with Cocos2d for the iPhone. My question really is more general though. Let's say I'm building a simple Pong game. I'd have a Ball class and a Paddle class. Coming from the business world development, my first instinct is to not have any drawing or input handling code in either of these classes. //pseudo code class Ball { Vector2D position; Vector2D velocity; Color color; void Move(){} } Nothing in the ball class handles input, or deals with drawing. I'd then have another class, my Game class, or my Scene.m (in Cocos2D) which would new up the Ball, and during the game loop, it would manipulate the ball as needed. The thing is though, in many tutorials for both XNA and Cocos2D, I see a pattern like this: //pseudo code class Ball : SomeUpdatableComponent { Vector2D position; Vector2D velocity; Color color; void Update(){} void Draw(){} void HandleInput(){} } My question is, is this right? Is this the pattern that people use in game development? It somehow goes against everything I'm used to, to have my Ball class do everything. Furthermore, in this second example, where my Ball knows how to move around, how would I handle collision detection with the Paddle? Would the Ball need to have knowledge of the Paddle? In my first example, the Game class would have references to both the Ball and the Paddle, and then ship both of those off to some CollisionDetection manager or something, but how do I deal with the complexity of various components, if each individual component does everything themselves? (I hope I'm making sense.....)

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  • Mobile development, recommended computer configuration?

    - by MikaelW
    Hi, For the last 4 weeks, I have been trying to get into mobile development. Done a couple of tutorials, read some books, developed a couple of dummy Android apps. The thing is my computer is a 5 years old laptop, it is slow and time has come to replace it and I’m looking at different offers online. Have you got any recommendations? Is there any must-have that should make my developer life easier in the future? Is there anything specific that may be useful at a more advanced stage of development that I just can’t think of right now on the hardware side? (I mean apart from good proc, lots of RAM, many USB ports...) One thing I can think of is to have three OS on the same workstation: Windows, Unix and MacOS (so far I focused on android/java/eclipse but am interested in Iphone/objC/xcode as well) but that’s more on the software side. Anyway, would be grateful for any recommendations. Thanks in advance! Mikael PS: I’m quite free on the budget side of things PPS: I'm aware it's not really a programming question but will still be of interest to some programmers here.

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  • How exactly does app ranking work?

    - by qweasdzxc1
    So I've been in the app industry for around half a year and I still don't know how exactly ranking higher for your app will help increase downloads. That sounds like a question with an obvious answer but this is what's going through my mind so hear me out: Unless your app is ranked within the top 100, no one can see it in the featured categories. So even if my app jumped from 400th to 300th place, would there really even be a difference in downloads? And I'm saying 400th to 300th in ranking in my specific category. Indie developers like me don't even come close to ranking for the overall category. So far, the only usefulness of trying to get a higher rank is to get featured or something like that, but big companies have tons of money to throw on marketing...so the chances of any indie developer getting featured is rare. The only thing that I can see ranking being good for is to rank for your keywords so that when someone searches for that word, your app will hopefully appear in the top 10-25 results. Can anyone confirm my thoughts or add anything else that I might have missed out on? How exactly do users find your app if you're not in the top 100 app in your category?

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  • How to set up a personal Apple developer account now with an eye on transferring app ownership to a company later?

    - by Rinzwind
    I have two Mac applications that I wrote for my own personal use, but I'm considering polishing them up and giving selling them on the Mac App Store a try. It seemed very premature to consider what would happen if either app would become successful enough to make it possible to set up a business around it, or to sell it to another developer. That is, until I read that Apple doesn't make it easy to transfer app ownership. I'm not sure how to best register with the Apple Developer program now to avoid any possible hassle in this respect later. From what I understand, one can really only transfer ownership of a developer account. I'm not sure about the relationship between an Apple ID and an Apple developer account. Does this mean I should at least not use the Apple ID I'm already using for iTunes, but create a second one to use for registering as an Apple Developer? Is there any disadvantage to using separate Apple IDs like this on the same Mac (one ID for Xcode development, the other ID for iTunes/iCloud/App Store/...)? Should one go as far as having a separate Apple ID & Apple developer account per app one develops? Or is there some other solution to take into account the possibility of transferring app ownership?

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  • Observing MVC, can/should the Model be instantiated in the ViewController? Or where?

    - by user19410
    I'm writing an experimental iPhone app to learn about the MVC paradigm. I instantiate my Model class in the ViewController class. Is this stupid? I'm asking because storing the id of the Model class, and using it works where it's initialized, but referring to it later (in response to an interface action) crashes. Seemingly, the pointer address of my Model class instance changes, but how can that be? The code in question: @interface Soundcheck_Tone_GeneratorViewController : UIViewController { IBOutlet UIPickerView * frequencyWheel; @public Sinewave_Generation * sineGenerator; } @property(nonatomic,retain) Sinewave_Generation * sineGenerator; @end @implementation Soundcheck_Tone_GeneratorViewController @synthesize sineGenerator; - (void)viewDidLoad { [super viewDidLoad]; [self setSineGenerator:[[Sinewave_Generation alloc] initWithFrequency:20.0]]; // using reference -> fine } // pickerView handling is omitted here... - (void)pickerView:(UIPickerView *)thePickerView didSelectRow:(NSInteger)row inComponent:(NSInteger)component { [[self sineGenerator] setFrequency:20.0]; // using reference -> crash } @end // the Sinewave_Generation class... only to be thorough. Works fine so far. @interface Sinewave_Generation : NSObject { AudioComponentInstance toneUnit; @public double frequency,theta; } @property double frequency; - (Sinewave_Generation *) initWithFrequency: (int) f; @end @implementation Sinewave_Generation @synthesize frequency; - (Sinewave_Generation *) initWithFrequency: (int) f { self = [super init]; if ( self ) { [self setFrequency: f]; } return self; } @end

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