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

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

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  • iPhone 4G dévoilé par mégarde ?

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

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  • iPhone in-app purchasing for Ecommerce [closed]

    - by Kyle B.
    This may not be the appropriate location for this, but would like to ask in the hopes an iOS developer with familiarity on the rules and regulations could comment. I would like to develop an iOS app that performs Ecommerce transactions. If I roll my own payment processor, and checkout process: 1) Is this allowed by Apple's rules, and 2) Would I be required to remit 30% of the transaction sale to Apple?

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  • Linux on your iPhone

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

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

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

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  • Cannot delete movie on iTunes for iPhone 4?

    - by Jian Lin
    I was on vacation and took some videos, and now the iPhone 4 memory is near full. So I tried to delete other experimental movies I made using Handbrake, so that I can take more video or photos, but if I plug the iPhone 4 into my Notebook computer, I can seem to delete it on iTunes? Maybe because the computer I sync with the iPhone 4 is at home (a desktop), but not with me on vacation. I can't delete it on iTunes, can't delete it on iPhone itself. I am stuck during the vacation, or is there a way to handle it?

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  • Raiders of the Lost iPhone

    <b>MacNewsWorld:</b> "Will Gizmodo's Jason Chen land in the cooler for his part in leaking Apple's next-gen iPhone to the world? Or did Silicon Valley's High Tech Task Force violate legal protections established to shield journalists when they raided the editor's home?"

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  • iPhone game reading plist file and looping through multi dimensional array.

    - by Fulvio
    I have a question regarding an iPhone game I'm developing. At the moment, below is the code I'm using to currently I loop through my multidimensional array and position bricks accordingly on my scene. Instead of having multiple two dimensional arrays within my code as per the following (gameLevel1). Ideally, I'd like to read from a .plist file within my project and loop through the values in that instead. Please take into account that I'd like to have more than one level within my game (possibly 20) so my .plist file would have to have some sort of separator line item to determine what level I want to render. I was then thinking of having some sort of method that I call and that method would take the level number I'm interested in rendering. e.g. Method? +(void)renderLevel:(NSString levelNumber); e.g. .plist file? #LEVEL_ONE# 0,0,0,0,0,0,0,0,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,0,0,0,0,0,0,0,0 #LEVEL_TWO# 1,0,0,0,0,0,0,0,1 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 0,1,1,1,1,1,1,1,0 1,1,1,1,1,1,1,1,1 0,1,1,1,1,1,1,1,0 1,1,1,1,1,1,1,1,1 0,1,1,1,1,1,1,1,0 1,1,1,1,1,1,1,1,1 0,1,1,1,1,1,1,1,0 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 1,0,0,0,0,0,0,0,1 Code that I'm currently using: int gameLevel[17][9] = { { 0,0,0,0,0,0,0,0,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,0,0,0,0,0,0,0,0 } }; for (int row=0; row < 17; row++) { for (int col=0; col < 9; col++) { thisBrickValue = gameLevel[row][col]; xOffset = 35 * floor(col); yOffset = 22 * floor(row); switch (thisBrickValue) { case 0: brick = [[CCSprite spriteWithFile:@"block0.png"] autorelease]; break; case 1: brick = [[CCSprite spriteWithFile:@"block1.png"] autorelease]; break; } brick.position = ccp(xOffset, yOffset); [self addChild:brick]; } }

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  • iPhone game and reading plist file and looping through multidimensional array.

    - by Fulvio
    I have a question regarding an iPhone game I'm developing. At the moment, below is the code I'm using to currently I loop through my multidimensional array and position bricks accordingly on my scene. Instead of having multiple two dimensional arrays within my code as per the following (gameLevel1). Ideally, I'd like to read from a .plist file within my project and loop through the values in that instead. Please take into account that I'd like to have more than one level within my game (possibly 20) so my .plist file would have to have some sort of separator line item to determine what level I want to render. I was then thinking of having some sort of method that I call and that method would take the level number I'm interested in rendering. e.g. Method? +(void)renderLevel:(NSString levelNumber); e.g. .plist file? #LEVEL_ONE# 0,0,0,0,0,0,0,0,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,0,0,0,0,0,0,0,0 #LEVEL_TWO# 1,0,0,0,0,0,0,0,1 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 0,1,1,1,1,1,1,1,0 1,1,1,1,1,1,1,1,1 0,1,1,1,1,1,1,1,0 1,1,1,1,1,1,1,1,1 0,1,1,1,1,1,1,1,0 1,1,1,1,1,1,1,1,1 0,1,1,1,1,1,1,1,0 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 1,0,0,0,0,0,0,0,1 Code that I'm currently using: int gameLevel[17][9] = { { 0,0,0,0,0,0,0,0,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,0,0,0,0,0,0,0,0 } }; for (int row=0; row < 17; row++) { for (int col=0; col < 17; col++) { thisBrickValue = gameLevel[row][col]; xOffset = 35 * floor(col); yOffset = 22 * floor(row); switch (thisBrickValue) { case 0: brick = [[CCSprite spriteWithFile:@"block1.png"] autorelease]; break; case 1: brick = [[CCSprite spriteWithFile:@"block0.png"] autorelease]; break; } brick.position = ccp(xOffset, yOffset); [self addChild:brick]; } }

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  • A feeling that I'm not that good developer

    - by Karim
    Hi, Im having a strange feeling, but let me first introduce myself as a software developer. I started to program when I was still a kid, I had about 10 or 11 years. I really enjoy my work and never get bored from it. It's amazing how somebody could be paid for what he really likes to do and would be doing it anyway even for free. WHen I first started to program, I was feeling proud of what I was doing, each application I built was for me a success and after 2-3 year I had a feeling that I'm a coding guru. It was a nice feeling ;-) But the more I was in the field, the more types of software I started to develop I was starting to have a feeling that I'm completely wrong in that I'm guru. I felt that I'm not even a mediocre developer. Each new field I start to work on is giving me this feeling. Like when I once developed a device driver for a client, I saw how much I need to learn about device drivers. When I developed a video filter for an application, I saw how much do I still need to learn about DirectShow, Color Spaces, and all the theory behind that. The worst thing was when I started to learn algorithms. It was several years ago. I knew then the basic structures and algorithms like the sorting, some types of trees, some hashtables, strings etc.. and when I really wanted to learn a group of structures I learned about 5-6 new types and saw that in fact even this small group has several hundred subtypes of structures. It's depressing how little time people have in their lives to learn all this stuff. I'm now a software developer with about 10 years of experience and I still feel that I'm not a proficient developer when I think about things that others do in the industry. Is this normal what I'm experiencing or is it a sign of a destructive excessive ambition? Thanks in advance for any comments.

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  • How to provide i18n service for developer and end user

    - by user247245
    Many android applications have quite poor i18n-support, and for an understandable reason, as it adds much work for the developer. From a both intuitive and cultural point of view it would be a good thing if end-users could translate the apps themself, and OTA share the translation, without reinstalling the app itself. In concept; as wikipedia, some add content easily, others only use what's there. It's of course important that the service is as easy as possible to use, both for app-developers, and people willing to transcribe. To keep it simple, this is the solution I'm concidering; Developer perspective: Developer uses a customized setContentView when open activities/layouts that will seach for thanslations of xml-entries. (below) The customized version is provided as a free downloadable library/class..., turning the i18n feature to more or less a one liner. User perspective: User downloads app without any translation As app launches, it checks locale running at phone, and will look for a translated xml-file at shared space in SD. If no or old transcribed xml (above), try to download new from internet-service (ansync). This is all done by library above, no need for intents. Translator perspective: Separate app to provide translations for any app using the i18n service above. (Could be just a webapp), with some form of QA on translators/input. QUESTION: Now, for this to work efficiently, it has to be AeasyAP for the developer to even bother, and the most fluent solution would be a customized version of setContentView, that simply loads the translated values from external xml, instead of the ones in the apk. Is this possible at all, and if not, what's your suggested solutions? (And of course, Happy New Year, feliz ano novo, blwyddyn newydd dda, Gott Nytt År, kontan ane nouvo, szczesliwego nowego roku ...) Regards, /T

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  • How do you control the playback levels (decibles?) using the iPhone AVAudioPlayer? Or do I need to u

    - by Joshua
    My audio clips sound perfect when I upload them to the iPhone via iTunes. And I am pretty sure it is because the iPod has a maximum playback level, so the audio doesn't sound overdriven. In my app, I include the same audio files, and when I play them [myAudio play]; the levels are so high that the audio becomes indiscernible. I found in the library http://developer.apple.com/iphone/library/documentation/AVFoundation/Reference/AVAudioPlayerClassReference/Reference/Reference.html#//apple_ref/doc/uid/TP40008067-CH1-SW2 that it says that you can "Control relative playback level for each sound you are playing" but I've been searching this issue out for hours and I haven't gotten anywhere. Any help would be wonderful!

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  • How to use Devicemotion/Gyroscope to move a dot from center to 8 directions of iphone screen

    - by iSeeker
    I am trying to move a dot at center to 8 directions of iphone screen using Devicemotion such that it moves faster when tilted at a faster rate. Rough sketch is below: I could find a similar implementation in an app called Gyrododge in appstore, i cant figure out how to make it work... Update: This is what i have done so far, but the response is not smooth, and is very jittery.. xdiff and ydiff are the change of device attitude in x and y directions, derived from quatenion implementation. if (currDeviceMotion.rotationRate.x < -2) { NSLog(@"To Top"); if (195+800*ydiff >=193 && 195+800*ydiff <= 197) { [self.pitchDot setFrame:CGRectMake(150, 195, 20, 20)]; }else{ if (195+800*ydiff >=390 ) { [self.pitchDot setFrame:CGRectMake(150, 390, 20, 20)]; }else if (195+800*ydiff <= 0){ [self.pitchDot setFrame:CGRectMake(150, 0, 20, 20)]; }else if(195+800*ydiff < 194){ [self.pitchDot setFrame:CGRectMake(150, 195+800*ydiff, 20, 20)]; }else if(195+800*ydiff > 196){ [self.pitchDot setFrame:CGRectMake(150, 195+800*ydiff, 20, 20)]; } } }else if (currDeviceMotion.rotationRate.x > 2){ NSLog(@"To Bottom"); if (195+800*ydiff >=193 && 195+800*ydiff <= 197) { [self.pitchDot setFrame:CGRectMake(150, 195, 20, 20)]; }else{ if (195+800*ydiff >=390 ) { [self.pitchDot setFrame:CGRectMake(150, 390, 20, 20)]; }else if (195+800*ydiff <= 0){ [self.pitchDot setFrame:CGRectMake(150, 0, 20, 20)]; }else if(195+800*ydiff < 194){ [self.pitchDot setFrame:CGRectMake(150, 195+800*ydiff, 20, 20)]; }else if(195+800*ydiff > 196){ [self.pitchDot setFrame:CGRectMake(150, 195+800*ydiff, 20, 20)]; } } }else if (currDeviceMotion.rotationRate.y < -2){ NSLog(@"To Left"); if (150+500*xdiff >= 148 && 150+500*xdiff <=152) { [self.pitchDot setFrame:CGRectMake(150, 195, 20, 20)]; }else{ if (150+500*xdiff >= 300 ) { [self.pitchDot setFrame:CGRectMake(300, 195, 20, 20)]; }else if (150+500*xdiff <= 0){ [self.pitchDot setFrame:CGRectMake(0, 195, 20, 20)]; }else if(150+500*xdiff < 148){ [self.pitchDot setFrame:CGRectMake(150+500*xdiff, 195, 20, 20)]; }else if(150+500*xdiff > 152){ [self.pitchDot setFrame:CGRectMake(150+500*xdiff, 195, 20, 20)]; } } }else if (currDeviceMotion.rotationRate.y > 2){ NSLog(@"To Right"); if (150+500*xdiff >= 148 && 150+500*xdiff <=152) { [self.pitchDot setFrame:CGRectMake(150, 195, 20, 20)]; }else{ if (150+500*xdiff >= 300 ) { [self.pitchDot setFrame:CGRectMake(300, 195, 20, 20)]; }else if (150+500*xdiff <= 0){ [self.pitchDot setFrame:CGRectMake(0, 195, 20, 20)]; }else if(150+500*xdiff < 148){ [self.pitchDot setFrame:CGRectMake(150+500*xdiff, 195, 20, 20)]; }else if(150+500*xdiff > 152){ [self.pitchDot setFrame:CGRectMake(150+500*xdiff, 195, 20, 20)]; } } }else if (currDeviceMotion.rotationRate.x < -0.20 && currDeviceMotion.rotationRate.y > 0.20 ){ NSLog(@"To Diagonal Right Top"); if (150+650*xdiff >= 148 && 150+650*xdiff <=152) { [self.pitchDot setFrame:CGRectMake(150, 195, 20, 20)]; }else{ if (150+650*xdiff >= 300 ) { [self.pitchDot setFrame:CGRectMake(300, 0, 20, 20)]; }else if(150+650*xdiff > 152){ [self.pitchDot setFrame:CGRectMake(150+650*xdiff, 195-1.3*650*xdiff, 20, 20)]; } } }else if (currDeviceMotion.rotationRate.x > 0.20 && currDeviceMotion.rotationRate.y < -0.20 ){ NSLog(@"To Diagonal Left Bottom"); if (150+650*xdiff >= 148 && 150+650*xdiff <=152) { [self.pitchDot setFrame:CGRectMake(150, 195, 20, 20)]; }else{ if (150+650*xdiff <= 0 ) { [self.pitchDot setFrame:CGRectMake(0, 390, 20, 20)]; }else if(150+650*xdiff < 148){ [self.pitchDot setFrame:CGRectMake(150+650*xdiff, 195-1.3*650*xdiff, 20, 20)]; } } }else if (currDeviceMotion.rotationRate.x < -0.20 && currDeviceMotion.rotationRate.y < -0.20 ){ NSLog(@"To Diagonal Left Top and xdiff is %f",xdiff); if (150+650*xdiff >= 148 && 150+650*xdiff <=152) { [self.pitchDot setFrame:CGRectMake(150, 195, 20, 20)]; }else{ if (150+650*xdiff <= 0 ) { [self.pitchDot setFrame:CGRectMake(0, 0, 20, 20)]; }else if(150+650*xdiff < 148){ [self.pitchDot setFrame:CGRectMake(150+650*xdiff, 195+1.3*650*xdiff, 20, 20)]; } } }else if (currDeviceMotion.rotationRate.x > 0.20 && currDeviceMotion.rotationRate.y > 0.20 ){ NSLog(@"To Diagonal Right Bottom"); if (150+650*xdiff >= 148 && 150+650*xdiff <=152) { [self.pitchDot setFrame:CGRectMake(150, 195, 20, 20)]; }else{ if (150+650*xdiff >= 300 ) { [self.pitchDot setFrame:CGRectMake(300, 390, 20, 20)]; }else if(150+650*xdiff > 152){ [self.pitchDot setFrame:CGRectMake(150+650*xdiff, 195+1.3*650*xdiff, 20, 20)]; } } }else if((currDeviceMotion.rotationRate.x < 0.20 && currDeviceMotion.rotationRate.x < -0.20) ||(currDeviceMotion.rotationRate.y < 0.20 && currDeviceMotion.rotationRate.y < -0.20) ||(currDeviceMotion.rotationRate.z < 0.20 && currDeviceMotion.rotationRate.z < -0.20)){ [self.rollDot setFrame:CGRectMake(150, 195, 20, 20)]; [self.pitchDot setFrame:CGRectMake(150, 195, 20, 20)]; } It could be great if i could make it move like the application i have stated above, called Gyrododge This link also addresses a similar question:Link. Any advice or help is greatly appreciated... Thanks.

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  • Syncing Music Everywhere with Google Music and iTunes Match - Will This Work?

    - by dragonmantank
    I have the following devices: Personal Laptop running Windows 7/Ubuntu 11.10 (mostly use Ubuntu) Media Server running Windows 7 with PS3 Media Server and iTunes Work Laptop running OSX Snow Leopard iPad iPhone 4S The iPhone just replaced my Droid 2 Global. What I had been doing was using Google Music to watch the folders iTunes was storing music in and moving any new files up to Google Music. The Droid would pull music down from the cloud via streaming or me telling it to make it available offline, I had folders set up with PS3 Media Server to stream them to TV's via DLNA, and used RDP to play music through my speakers in the office. So far it's worked well. Since I've replaced the Droid 2 though with an iPhone, I've lost the syncing ability with Google Music and have to do it via iTunes (I knew this would happen, no big suprise). I got to thinking though - Apple does offer iTunes Match, which allows your devices to stream/download the music from 'the cloud,' much like Google Music. I could then listen to whatever I Wanted (for the most part) on my phone, iPad, and laptops by syncing via iTunes Match. I don't want to loose my MP3s though, and since I've never used iTunes Match, I wonder if the following is a viable solution: Sign up for iTunes Match on my media server Let it scan my library and make available my songs in AAC in the cloud Not delete the media server MP3s Set up other devices to sync to iTunes Match Continue to get MP3s via Amazon or other services and add to iTunes Let the MP3s sync to Google Music, and let the MP3's add to the AAC versions on my devices I think the main kicker is I don't want to lose the MP3 versions of my songs as those will work just fine on all my devices and I generally rip at 320kbps. I don't mind spending $25/year if it means that I can easily shift the music from device to device without much thinking, but I'm not going to pay $25/year to end up converting my library over to AAC just to save myself the hassle of manually syncing my iPad and iPhone.

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  • Fitting an Image to Screen on Rotation iPhone / iPad ?

    - by user356937
    I have been playing around with one of the iPhone examples from Apple' web site (ScrollViewSuite) . I am trying to tweak it a bit so that when I rotate the the iPad the image will fit into the screen in landscape mode vertical. I have been successful in getting the image to rotate, but the image is larger than the height of the landscape screen, so the bottom is below the screen. I would like to image to scale to the height of the landscape screen. I have been playing around with various autoSizingMask attributes without success. The imageView is called "zoomView" this is the actual image which loads into a scrollView called imageScrollView. I am trying to achieve the screen to rotate and look like this.... olsonvox.com/photos/correct.png However, this is what My screen is looking like. olsonvox.com/photos/incorrect.png I would really appreciate some advice or guidance. Below is the RootViewController.m for the project. Blade # import "RootViewController.h" #define ZOOM_VIEW_TAG 100 #define ZOOM_STEP 1.5 #define THUMB_HEIGHT 150 #define THUMB_V_PADDING 25 #define THUMB_H_PADDING 25 #define CREDIT_LABEL_HEIGHT 25 #define AUTOSCROLL_THRESHOLD 30 @interface RootViewController (ViewHandlingMethods) - (void)toggleThumbView; - (void)pickImageNamed:(NSString *)name; - (NSArray *)imageNames; - (void)createThumbScrollViewIfNecessary; - (void)createSlideUpViewIfNecessary; @end @interface RootViewController (AutoscrollingMethods) - (void)maybeAutoscrollForThumb:(ThumbImageView *)thumb; - (void)autoscrollTimerFired:(NSTimer *)timer; - (void)legalizeAutoscrollDistance; - (float)autoscrollDistanceForProximityToEdge:(float)proximity; @end @interface RootViewController (UtilityMethods) - (CGRect)zoomRectForScale:(float)scale withCenter:(CGPoint)center; @end @implementation RootViewController - (void)loadView { [super loadView]; imageScrollView = [[UIScrollView alloc] initWithFrame:[[self view]bounds]]; // this code makes the image resize to the width and height properly. imageScrollView.autoresizingMask = UIViewAutoresizingFlexibleHeight | UIViewAutoresizingFlexibleLeftMargin | UIViewAutoresizingFlexibleRightMargin| UIViewAutoresizingFlexibleBottomMargin| UIViewAutoresizingFlexibleBottomMargin; // TRY SETTNG CENTER HERE SOMEHOW&gt;.... [imageScrollView setBackgroundColor:[UIColor blackColor]]; [imageScrollView setDelegate:self]; [imageScrollView setBouncesZoom:YES]; [[self view] addSubview:imageScrollView]; [self toggleThumbView]; // intitializes with the first image. [self pickImageNamed:@"lookbook1"]; } - (void)dealloc { [imageScrollView release]; [slideUpView release]; [thumbScrollView release]; [super dealloc]; } #pragma mark UIScrollViewDelegate methods - (UIView *)viewForZoomingInScrollView:(UIScrollView *)scrollView { UIView *view = nil; if (scrollView == imageScrollView) { view = [imageScrollView viewWithTag:ZOOM_VIEW_TAG]; } return view; } /************************************** NOTE **************************************/ /* The following delegate method works around a known bug in zoomToRect:animated: */ /* In the next release after 3.0 this workaround will no longer be necessary */ /**********************************************************************************/ - (void)scrollViewDidEndZooming:(UIScrollView *)scrollView withView:(UIView *)view atScale:(float)scale { [scrollView setZoomScale:scale+0.01 animated:NO]; [scrollView setZoomScale:scale animated:NO]; } #pragma mark TapDetectingImageViewDelegate methods - (void)tapDetectingImageView:(TapDetectingImageView *)view gotSingleTapAtPoint:(CGPoint)tapPoint { // Single tap shows or hides drawer of thumbnails. [self toggleThumbView]; } - (void)tapDetectingImageView:(TapDetectingImageView *)view gotDoubleTapAtPoint:(CGPoint)tapPoint { // double tap zooms in float newScale = [imageScrollView zoomScale] * ZOOM_STEP; CGRect zoomRect = [self zoomRectForScale:newScale withCenter:tapPoint]; [imageScrollView zoomToRect:zoomRect animated:YES]; } - (void)tapDetectingImageView:(TapDetectingImageView *)view gotTwoFingerTapAtPoint:(CGPoint)tapPoint { // two-finger tap zooms out float newScale = [imageScrollView zoomScale] / ZOOM_STEP; CGRect zoomRect = [self zoomRectForScale:newScale withCenter:tapPoint]; [imageScrollView zoomToRect:zoomRect animated:YES]; } #pragma mark ThumbImageViewDelegate methods - (void)thumbImageViewWasTapped:(ThumbImageView *)tiv { [self pickImageNamed:[tiv imageName]]; [self toggleThumbView]; } - (void)thumbImageViewStartedTracking:(ThumbImageView *)tiv { [thumbScrollView bringSubviewToFront:tiv]; } // CONTROLS DRAGGING AND DROPPING THUMBNAILS... - (void)thumbImageViewMoved:(ThumbImageView *)draggingThumb { // check if we've moved close enough to an edge to autoscroll, or far enough away to stop autoscrolling [self maybeAutoscrollForThumb:draggingThumb]; /* The rest of this method handles the reordering of thumbnails in the thumbScrollView. See */ /* ThumbImageView.h and ThumbImageView.m for more information about how this works. */ // we'll reorder only if the thumb is overlapping the scroll view if (CGRectIntersectsRect([draggingThumb frame], [thumbScrollView bounds])) { BOOL draggingRight = [draggingThumb frame].origin.x &gt; [draggingThumb home].origin.x ? YES : NO; /* we're going to shift over all the thumbs who live between the home of the moving thumb */ /* and the current touch location. A thumb counts as living in this area if the midpoint */ /* of its home is contained in the area. */ NSMutableArray *thumbsToShift = [[NSMutableArray alloc] init]; // get the touch location in the coordinate system of the scroll view CGPoint touchLocation = [draggingThumb convertPoint:[draggingThumb touchLocation] toView:thumbScrollView]; // calculate minimum and maximum boundaries of the affected area float minX = draggingRight ? CGRectGetMaxX([draggingThumb home]) : touchLocation.x; float maxX = draggingRight ? touchLocation.x : CGRectGetMinX([draggingThumb home]); // iterate through thumbnails and see which ones need to move over for (ThumbImageView *thumb in [thumbScrollView subviews]) { // skip the thumb being dragged if (thumb == draggingThumb) continue; // skip non-thumb subviews of the scroll view (such as the scroll indicators) if (! [thumb isMemberOfClass:[ThumbImageView class]]) continue; float thumbMidpoint = CGRectGetMidX([thumb home]); if (thumbMidpoint &gt;= minX &amp;&amp; thumbMidpoint &lt;= maxX) { [thumbsToShift addObject:thumb]; } } // shift over the other thumbs to make room for the dragging thumb. (if we're dragging right, they shift to the left) float otherThumbShift = ([draggingThumb home].size.width + THUMB_H_PADDING) * (draggingRight ? -1 : 1); // as we shift over the other thumbs, we'll calculate how much the dragging thumb's home is going to move float draggingThumbShift = 0.0; // send each of the shifting thumbs to its new home for (ThumbImageView *otherThumb in thumbsToShift) { CGRect home = [otherThumb home]; home.origin.x += otherThumbShift; [otherThumb setHome:home]; [otherThumb goHome]; draggingThumbShift += ([otherThumb frame].size.width + THUMB_H_PADDING) * (draggingRight ? 1 : -1); } // change the home of the dragging thumb, but don't send it there because it's still being dragged CGRect home = [draggingThumb home]; home.origin.x += draggingThumbShift; [draggingThumb setHome:home]; } } - (void)thumbImageViewStoppedTracking:(ThumbImageView *)tiv { // if the user lets go of the thumb image view, stop autoscrolling [autoscrollTimer invalidate]; autoscrollTimer = nil; } #pragma mark Autoscrolling methods - (void)maybeAutoscrollForThumb:(ThumbImageView *)thumb { autoscrollDistance = 0; // only autoscroll if the thumb is overlapping the thumbScrollView if (CGRectIntersectsRect([thumb frame], [thumbScrollView bounds])) { CGPoint touchLocation = [thumb convertPoint:[thumb touchLocation] toView:thumbScrollView]; float distanceFromLeftEdge = touchLocation.x - CGRectGetMinX([thumbScrollView bounds]); float distanceFromRightEdge = CGRectGetMaxX([thumbScrollView bounds]) - touchLocation.x; if (distanceFromLeftEdge &lt; AUTOSCROLL_THRESHOLD) { autoscrollDistance = [self autoscrollDistanceForProximityToEdge:distanceFromLeftEdge] * -1; // if scrolling left, distance is negative } else if (distanceFromRightEdge &lt; AUTOSCROLL_THRESHOLD) { autoscrollDistance = [self autoscrollDistanceForProximityToEdge:distanceFromRightEdge]; } } // if no autoscrolling, stop and clear timer if (autoscrollDistance == 0) { [autoscrollTimer invalidate]; autoscrollTimer = nil; } // otherwise create and start timer (if we don't already have a timer going) else if (autoscrollTimer == nil) { autoscrollTimer = [NSTimer scheduledTimerWithTimeInterval:(1.0 / 60.0) target:self selector:@selector(autoscrollTimerFired:) userInfo:thumb repeats:YES]; } } - (float)autoscrollDistanceForProximityToEdge:(float)proximity { // the scroll distance grows as the proximity to the edge decreases, so that moving the thumb // further over results in faster scrolling. return ceilf((AUTOSCROLL_THRESHOLD - proximity) / 5.0); } - (void)legalizeAutoscrollDistance { // makes sure the autoscroll distance won't result in scrolling past the content of the scroll view float minimumLegalDistance = [thumbScrollView contentOffset].x * -1; float maximumLegalDistance = [thumbScrollView contentSize].width - ([thumbScrollView frame].size.width + [thumbScrollView contentOffset].x); autoscrollDistance = MAX(autoscrollDistance, minimumLegalDistance); autoscrollDistance = MIN(autoscrollDistance, maximumLegalDistance); } - (void)autoscrollTimerFired:(NSTimer*)timer { [self legalizeAutoscrollDistance]; // autoscroll by changing content offset CGPoint contentOffset = [thumbScrollView contentOffset]; contentOffset.x += autoscrollDistance; [thumbScrollView setContentOffset:contentOffset]; // adjust thumb position so it appears to stay still ThumbImageView *thumb = (ThumbImageView *)[timer userInfo]; [thumb moveByOffset:CGPointMake(autoscrollDistance, 0)]; } #pragma mark View handling methods - (void)toggleThumbView { [self createSlideUpViewIfNecessary]; // no-op if slideUpView has already been created CGRect frame = [slideUpView frame]; if (thumbViewShowing) { frame.origin.y = 0; } else { frame.origin.y = -225; } [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:0.3]; [slideUpView setFrame:frame]; [UIView commitAnimations]; thumbViewShowing = !thumbViewShowing; } - (void)pickImageNamed:(NSString *)name { // first remove previous image view, if any [[imageScrollView viewWithTag:ZOOM_VIEW_TAG] removeFromSuperview]; UIImage *image = [UIImage imageNamed:[NSString stringWithFormat:@"%@.jpg", name]]; TapDetectingImageView *zoomView = [[TapDetectingImageView alloc] initWithImage:image]; zoomView.autoresizingMask = UIViewAutoresizingFlexibleWidth ; [zoomView setDelegate:self]; [zoomView setTag:ZOOM_VIEW_TAG]; [imageScrollView addSubview:zoomView]; [imageScrollView setContentSize:[zoomView frame].size]; [zoomView release]; // choose minimum scale so image width fits screen float minScale = [imageScrollView frame].size.width / [zoomView frame].size.width; [imageScrollView setMinimumZoomScale:minScale]; [imageScrollView setZoomScale:minScale]; [imageScrollView setContentOffset:CGPointZero]; } - (NSArray *)imageNames { // the filenames are stored in a plist in the app bundle, so create array by reading this plist NSString *path = [[NSBundle mainBundle] pathForResource:@"Images" ofType:@"plist"]; NSData *plistData = [NSData dataWithContentsOfFile:path]; NSString *error; NSPropertyListFormat format; NSArray *imageNames = [NSPropertyListSerialization propertyListFromData:plistData mutabilityOption:NSPropertyListImmutable format:&amp;format errorDescription:&amp;error]; if (!imageNames) { NSLog(@"Failed to read image names. Error: %@", error); [error release]; } return imageNames; } - (void)createSlideUpViewIfNecessary { if (!slideUpView) { [self createThumbScrollViewIfNecessary]; CGRect bounds = [[self view] bounds]; float thumbHeight = [thumbScrollView frame].size.height; float labelHeight = CREDIT_LABEL_HEIGHT; // create label giving credit for images UILabel *creditLabel = [[UILabel alloc] initWithFrame:CGRectMake(0, thumbHeight, bounds.size.width, labelHeight)]; [creditLabel setBackgroundColor:[UIColor clearColor]]; [creditLabel setTextColor:[UIColor whiteColor]]; // [creditLabel setFont:[UIFont fontWithName:@"Helvetica" size:16]]; // [creditLabel setText:@"SAMPLE TEXT"]; [creditLabel setTextAlignment:UITextAlignmentCenter]; // create container view that will hold scroll view and label CGRect frame = CGRectMake(0.0, -225.00, bounds.size.width+256, thumbHeight + labelHeight); slideUpView.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleTopMargin; slideUpView = [[UIView alloc] initWithFrame:frame]; [slideUpView setBackgroundColor:[UIColor blackColor]]; [slideUpView setOpaque:NO]; [slideUpView setAlpha:.75]; [[self view] addSubview:slideUpView]; // add subviews to container view [slideUpView addSubview:thumbScrollView]; [slideUpView addSubview:creditLabel]; [creditLabel release]; } } - (void)createThumbScrollViewIfNecessary { if (!thumbScrollView) { float scrollViewHeight = THUMB_HEIGHT + THUMB_V_PADDING; float scrollViewWidth = [[self view] bounds].size.width; thumbScrollView = [[UIScrollView alloc] initWithFrame:CGRectMake(0, 0, scrollViewWidth, scrollViewHeight)]; [thumbScrollView setCanCancelContentTouches:NO]; [thumbScrollView setClipsToBounds:NO]; // now place all the thumb views as subviews of the scroll view // and in the course of doing so calculate the content width float xPosition = THUMB_H_PADDING; for (NSString *name in [self imageNames]) { UIImage *thumbImage = [UIImage imageNamed:[NSString stringWithFormat:@"%@_thumb.jpg", name]]; if (thumbImage) { ThumbImageView *thumbView = [[ThumbImageView alloc] initWithImage:thumbImage]; [thumbView setDelegate:self]; [thumbView setImageName:name]; CGRect frame = [thumbView frame]; frame.origin.y = THUMB_V_PADDING; frame.origin.x = xPosition; [thumbView setFrame:frame]; [thumbView setHome:frame]; [thumbScrollView addSubview:thumbView]; [thumbView release]; xPosition += (frame.size.width + THUMB_H_PADDING); } } [thumbScrollView setContentSize:CGSizeMake(xPosition, scrollViewHeight)]; } } #pragma mark Utility methods - (CGRect)zoomRectForScale:(float)scale withCenter:(CGPoint)center { CGRect zoomRect; // the zoom rect is in the content view's coordinates. // At a zoom scale of 1.0, it would be the size of the imageScrollView's bounds. // As the zoom scale decreases, so more content is visible, the size of the rect grows. zoomRect.size.height = [imageScrollView frame].size.height / scale; zoomRect.size.width = [imageScrollView frame].size.width / scale; // choose an origin so as to get the right center. zoomRect.origin.x = center.x - (zoomRect.size.width / 2.0); zoomRect.origin.y = center.y - (zoomRect.size.height / 2.0); return zoomRect; } #pragma mark - #pragma mark Rotation support // Ensure that the view controller supports rotation and that the split view can therefore show in both portrait and landscape. - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { return YES; } @end

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  • Upgrading from SQL Server 2008 Express to 2008 Developer

    - by josecortesp
    Hey Guys, this one is a quick Question: What is the best (or THE) way to change my SQL Express 2008 (with advance...) installation to a 2008 Developer edition? I need to keep the databases, along with the logins and so on. I need to upgrade because, I Want to use all the features in TFS 2010. Do I have to make backups of all the data and uninstall express - install developer? Is there a quicker way? Thanks in advance SOLVED: In the SQL Server Installation Center, there a Edition Upgrade options found under Maintenance. The only thing is that you have to choose processor type as x86 (as Express is only x86) in the options in the Installation Center. Now my SQL Server is developer...

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