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  • Design pattern for procedural terrain assets

    - by Alex
    I'm developing a procedural terrain class at the moment and am stuck on the correct design pattern. The terrain is 2D and is constructed from a series of (x,y) points. I currently have a method that just randomly adds points to an array of points to generate a random spread of points. However I need a more elaborate system for generating the terrain. The terrain will be built form a series of re-accuring terrain structures eg. a pit, jump, hill etc. Each structure will have some randomness assigned to it, each height of hill will be random, pit size will be random etc. Each terrain structure will have: A property detailing the number of points making up that structure A method for generating the points (not absolutely necessary) My current thinking is to have a class for each terrain structure, create a fixed amount of terrain elements ahead of the player, loop over these and add the corresponding points to the game. What is the best way to create these procedural terrain structures when they are ultimately just a set of functions for generating terrain elements? Is a class for each terrain element excessive? I'm developing the game for iphone so any objective-c related answers would be welcome.

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  • Wheel rotation, to change velocity of vehicle

    - by Lewis
    I update the velocity of my vehicle like so: [v setVelocity: ((2 * 3.14 * 100 * (wheel.getRotationValue / 360) / 30)) * gameSpeed]; // update on 60 fps this gets velocity on all frames divide by 60 for 1 frame. This is done in my update method in my world class. Now wheel.getRotationValue returns the rotation value which is worked out like this: - (void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; CGPoint location = [touch locationInView:[touch view]]; location = [[CCDirector sharedDirector] convertToGL:location]; if (CGRectContainsPoint(wheel.boundingBox, location)) { CGPoint firstLocation = [touch previousLocationInView:[touch view]]; CGPoint location = [touch locationInView:[touch view]]; CGPoint touchingPoint = [[CCDirector sharedDirector] convertToGL:location]; CGPoint firstTouchingPoint = [[CCDirector sharedDirector] convertToGL:firstLocation]; CGPoint firstVector = ccpSub(firstTouchingPoint, wheel.position); CGFloat firstRotateAngle = -ccpToAngle(firstVector); CGFloat previousTouch = CC_RADIANS_TO_DEGREES(firstRotateAngle); CGPoint vector = ccpSub(touchingPoint, wheel.position); CGFloat rotateAngle = -ccpToAngle(vector); CGFloat currentTouch = CC_RADIANS_TO_DEGREES(rotateAngle); float limit = 0.5; rotationValue += (currentTouch - previousTouch) * limit; } touching = YES; } Say I steer the vehicle to the far right of the screen, and want to move it to the far left, It wont start moving to the left of the screen until the rotationValue is past 0 degrees again (the wheel is in its center posistion) and is dragged past this value. Is there anyway to change the code I have above, so that movement on the wheel is recognised instantly and updates the velocity of v instantly too?

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  • Moving 2d camera in the y direction

    - by Alex
    I'm developing a simple game for the iphone and am struggling to work out the best way for the camera to follow the main character. The following picture hightlights the three main components: There are 3 components to this: Circle - the main character Green line - terrain Black background The terrain is simply made from an array of points (approx 20 points per screen width). The terrain is moved in the x direction relative to the black background in order to keep the circle in its position shown. The distance to move the terrain is simply: movex = circle.position.x - terrain.position.x with a constant to fix the circle at some distance from the left of the screen. I am struggling to determine the best way to position the terrain in the y plane keep the focus in the character. I want to move the terrain in the y direction smoothly and not fix it to the position of the circle, so the circle can move in the y plane. If I take the same approach as the x positioning, the character is fixed at a point on the screen and the terrain moves. I could sample some terrain points either side of the character and produce an average, but in my implementation this was not smooth. I thought another approach might be to create a camera 'line' that is a smooth version of the terrain line and make the camerea follow this, but I'm not sure if this is the optimum solution. Any advice is much appreciated!

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  • Creating a voxel world with 3D arrays using threads

    - by Sean M.
    I am making a voxel game (a bit like Minecraft) in C++(11), and I've come across an issue with creating a world efficiently. In my program, I have a World class, which holds a 3D array of Region class pointers. When I initialize the world, I give it a width, height, and depth so it knows how large of a world to create. Each Region is split up into a 32x32x32 area of blocks, so as you may guess, it takes a while to initialize the world once the world gets to be above 8x4x8 Regions. In order to alleviate this issue, I thought that using threads to generate different levels of the world concurrently would make it go faster. Having not used threads much before this, and being still relatively new to C++, I'm not entirely sure how to go about implementing one thread per level (level being a xz plane with a height of 1), when there is a variable number of levels. I tried this: for(int i = 0; i < height; i++) { std::thread th(std::bind(&World::load, this, width, height, depth)); th.join(); } Where load() just loads all Regions at height "height". But that executes the threads one at a time (which makes sense, looking back), and that of course takes as long as generating all Regions in one loop. I then tried: std::thread t1(std::bind(&World::load, this, w, h1, h2 - 1, d)); std::thread t2(std::bind(&World::load, this, w, h2, h3 - 1, d)); std::thread t3(std::bind(&World::load, this, w, h3, h4 - 1, d)); std::thread t4(std::bind(&World::load, this, w, h4, h - 1, d)); t1.join(); t2.join(); t3.join(); t4.join(); This works in that the world loads about 3-3.5 times faster, but this forces the height to be a multiple of 4, and it also gives the same exact VAO object to every single Region, which need individual VAOs in order to render properly. The VAO of each Region is set in the constructor, so I'm assuming that somehow the VAO number is not thread safe or something (again, unfamiliar with threads). So basically, my question is two one-part: How to I implement a variable number of threads that all execute at the same time, and force the main thread to wait for them using join() without stopping the other threads? How do I make the VAO objects thread safe, so when a bunch of Regions are being created at the same time across multiple threads, they don't all get the exact same VAO? Turns out it has to do with GL contexts not working across multiple threads. I moved the VAO/VBO creation back to the main thread. Fixed! Here is the code for block.h/.cpp, region.h/.cpp, and CVBObject.h/.cpp which controls VBOs and VAOs, in case you need it. If you need to see anything else just ask. EDIT: Also, I'd prefer not to have answers that are like "you should have used boost". I'm trying to do this without boost to get used to threads before moving onto other libraries.

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  • Upgrade iPhone to iPad For FREE [Geek Fun]

    - by Gopinath
    Can’t afford an iPad or it’s not yet on sale in your country? Don’t worry. You can upgrade your iPhone to iPad at free of cost. Wondering how? Here it is. via appadvice Join us on Facebook to read all our stories right inside your Facebook news feed.

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  • Cocos3d lighting problem

    - by Parasithe
    I'm currently working on a cocos3d project, but I'm having some trouble with lighting and I have no idea how to solve it. I've tried everything and the lighting is always as bad in the game. The first picture is from 3ds max (the software we used for 3d) and the second is from my iphone app. http://prntscr.com/ly378 http://prntscr.com/ly2io As you can see, the lighting is really bad in the app. I manually add my spots and the ambiant light. Here is all my lighting code : _spot = [CC3Light lightWithName: @"Spot" withLightIndex: 0]; // Set the ambient scene lighting. ccColor4F ambientColor = { 0.9, 0.9, 0.9, 1 }; self.ambientLight = ambientColor; //Positioning _spot.target = [self getNodeNamed:kCharacterName]; _spot.location = cc3v( 400, 400, -600 ); // Adjust the relative ambient and diffuse lighting of the main light to // improve realisim, particularly on shadow effects. _spot.diffuseColor = CCC4FMake(0.8, 0.8, 0.8, 1.0); _spot.specularColor = CCC4FMake(0, 0, 0, 1); [_spot setAttenuationCoefficients:CC3AttenuationCoefficientsMake(0, 0, 1)]; // Another mechansim for adjusting shadow intensities is shadowIntensityFactor. // For better effect, set here to a value less than one to lighten the shadows // cast by the main light. _spot.shadowIntensityFactor = 0.75; [self addChild:_spot]; _spot2 = [CC3Light lightWithName: @"Spot2" withLightIndex: 1]; //Positioning _spot2.target = [self getNodeNamed:kCharacterName]; _spot2.location = cc3v( -550, 400, -800 ); _spot2.diffuseColor = CCC4FMake(0.8, 0.8, 0.8, 1.0); _spot2.specularColor = CCC4FMake(0, 0, 0, 1); [_spot2 setAttenuationCoefficients:CC3AttenuationCoefficientsMake(0, 0, 1)]; _spot2.shadowIntensityFactor = 0.75; [self addChild:_spot2]; I'd really appreciate if anyone would have some tip on how to fix the lighting. Maybe my spots are bad? maybe it's the material? I really have no idea. Any help would be welcomed. I already ask some help on cocos2d forums. I had some answers but I need more help.

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  • Is a simple iPhone app more appealing to users than a mobile website?

    - by Ryan
    My client wants to do an iPhone app because she's found that people are significantly more likely to use the iPhone app over a mobile optimized site. The iPhone app is very simple - it just displays a couple images and some text. As a programmer I'd much rather do a mobile site given the simple nature of the content. From a technical perspective I feel that it's overkill to use an iPhone app in this situation. Does it make sense to build an iPhone when a mobile site would suffice, simply because your users would much rather it be an iPhone app? Is there anyway to easily convince users that a mobile site is just as easy to use?

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  • Going Inside the Store

    - by David Dorf
    Location was the first "killer-tech" for smartphones, and innovators have found several ways to use it. For retail, apps exist to find nearby stores, provide coupons, and give directions to the front door. But once you enter the store, location-finding ceases to work. That's because your location is usually found by finding GPS satellites in they sky, and the store's roof blocks the signal. But it won't take technology long to solve that problem. The first problem to solve is a lack of indoor maps. Navteq and others provide very accurate maps of the outdoors, enabling navigation for cars and pedestrians. Micello is building a business creating digital maps of indoor locations like malls, convention centers, office buildings. They have over 500 live maps, including maps of IKEA stores. They claim it took them only four hours to create a map of the Stanford Shopping Center in Palo Alto with its 1.4 million square feet and 140 retail stores. And within stores, retailers are producing more accurate plan-o-grams. I'm always impressed watching demos of our space planning from AVT. It uses CAD software to allow you to walk the virtual store and see products on the shelves. The second problem is being able to determine location inside the store so it can be overlayed on the map. There are several goals for this endeavor. Your smartphone might direct you straight to particular products, it might summon a sales associate to your location for immediate assistance, and it might send you coupons based on the aisle you're viewing. Companies like Nearbuy, ZuluTime, and Skyhook are working to master indoor location using a combination of GPS signals, WiFi, and cell tower positioning to calculate a location. (Skyhook calls this WPS, as depicted in the chart.) Today they can usually hit 10 meters accuracy, but that number is improving all the time. When it gets inside 3 meters some the goals mentioned earlier will be in easy reach. I for one can't wait until the time my iPhone leads me directly to the sprinkler heads in Lowes and Home Depot.

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  • Unrated Easy iOS 6.1.4/6.1.3 Unlock/Jailbreak iPhone 5/4S/4/3GS Untehtered System

    - by user171772
    Popular jailbreak tool Unlock-Jailbreak.net – compiled by the iPhone Team – has just been updated with full support for Unlock/Jailbreak iPhone 5/4S/4/3GS iOS 6.1.4 and 6.1.3/6.0.1 Untethered. You may have caught our tutorial, which detailed how one could jailbreak their device tethered using Redsn0w, although since it was a pre-iOS 6.1.1 release, users needed to "point" the tool to the older firmware. Team Unlock-Jailbreak was established few years ago, combines some of the jailbreak and unlock community’s most talented developers all known for producing reliable jailbreaks in the past. This team was assembled in order to develop a reliable untethered jailbreak and unlock iphone 5,4S,4 iOS 6.1 for post-A5 devices, including the iPhone 5, the iPad mini and the latest-generation iPad. This has now been achieved with the just-released userland jailbreak tool, known as Unlock-Jailbreak.net. To Jailbreak and Unlock your iPhone 5/4/4S/3GS iOS 6.1.4 and 6.1.3 visit the official website http://www.Unlock-Jailbreak.net http://www.Unlock-Jailbreak.net was formed in mid 2008 and have successfully jailbroken over 250,000 iPhones worldwide. This is unparalleled by any other service in the industry. They have achieved this by combining a very simple solution with a fantastic customer service department that is available 24/7 through many forms of contact, including telephone. Unlock-Jailbreak from Unlock-Jailbreak.nethas been downloaded by over 250,000 customers located in over 145 countries. To further ensure customers of its products usability, Unlock-Jailbreak offers a 100% full money back guarantee on all orders. Customers dissatisfied with the company’s product will be given a full refund, no questions asked. One good advantage of the software is that the jailbreaking and unlocking process is coampletely reversible and there will be no evidence that the iPhone has been jailbroken and unlocked . iOS 6.1/6.1.4 and 6.1.3 comes with many new features and updates for multitasking and storage. By unlocking and jailbreaking the iPhone,Unlock/Jailbreak iPhone 5/4S/4/3GS iOS 6.1/6.1.4 and 6.1.3/6.0.1 Untethered unleash unlimited possibilities to improve this already fantastic experience and the iPhone FULL potential. Before going through any jailbreak process with Unlock-Jailbreak it is always good housekeeping to perform a full backup of all information on the device. It is unlikely that anything will go wrong during the process but when undertaking any process that modifies the internals of a file system it is always prudent to err on the side of caution.

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  • Rainy Day Wallpaper Collection for Your iPhone

    - by Akemi Iwaya
    Rainy days are great for staying indoors to read your favorite new book, taking a nap, or even going outside for a quiet walk. Let the rain fall on your iPhone’s screen with the first in our series of Rainy Day Wallpaper collections. Rainy Day Series 1 Note: Click on the pictures to view and download the full-size versions at their individual homepages. The images shown here are in thumbnail format.                     

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  • Start with open source desktop application and move to iPhone/Android app

    - by user92356
    I'm a high schooler and I am competing in an open source software development competition. It must be a desktop application that runs on either Windows or Linux. I have a great idea for the open source desktop app, and I wanted to know if I could take it farther and port it to the iPhone or Android platform and make money (preferably through $.99 cost, not ads) I read somewhere that certain open source licenses allow me to do this... am I correct?

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  • If an app runs well on iPhone 3GS with iOS 5.1, how to know that it runs well on iOS 4.3? [closed]

    - by ????
    I bought an iPhone 3GS just to test backward compatibility of apps that I developed, but it arrived preinstalled with iOS 5.1. So even if an app runs well on iPhone 3GS and iOS 5.1 with its hardware limitation, how can we tell that it runs well even on iPhone 3GS with iOS 4.3? Will it actually be better to install iOS 4.3 on the phone so that we know even the older iOS can support it, so the newer iOS will work well supposedly? Or is there a need to buy yet another iPhone 3GS and install 4.3 on one and 5.1 on the other? (my assumption is that if we set the app's build target iOS to 4.3, the iPhone 3G won't be able to install it, because iPhone 3G only runs iOS up to 4.2. So the target device is 3GS but not earlier. But it will exclude iPod Touch 2nd Generation as well because they also can only support iOS up to 4.2 only)

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  • iPhone app development pricing [closed]

    - by AlexMorley-Finch
    I currently manage a website design and development company that integrates itself with print work too. I've been co manager for a couple of months now, however business is slow at the moment. I got an email today from a potential client asking if we do iPhone app development. Obviously we do not. But, seeing as there aren't many other project on the go at the moment, why not give it a go? Searching Google was my first option. I did a bit of background scrubbing. Discovered that I need certain developer tools etc. This can be arranged easily enough. The reason I came to Stack Exchange is for answers to these questions. I am a competant programmer and have had experience in Java, PHP, JavaScript, C++ and C#. So how long would it take me to come to grips with Objective-C? Assuming an 8 hour working day. Not only the language but also the iPhone interface libraries (if any exist) and other native libraries? The potential client said the app will be a catalogue. So I'm assuming either the data will be pulled online or in some kind of local database. I know the requirements are vague but does anyone have any idea of how mug time this would take? To learn the language, design the architecture and code? 40 Hours? 80 Hours? My final question kind of depends on the first two. But obviously the potential client wants a quote. And I have got no idea how much an app costs. I did some research and found a huge range in differences. The majority of the cost would cone from the time to develops the app! So to summarise. How long would it take me to be comfortable coding Objective-C, taking into consideration my past knowledge? I'm assuming a day or two to fully understand but you really don't know. How long would it take me to develop an app? How much should I charge (approx) for the development of this app?

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  • iPhone SDK 3.2 UIGestureRecognizer interfering with UIView animations?

    - by Brian Cooley
    Are there known issues with gesture recognizers and the UIView class methods for animation? I am having problems with a sequence of animations on a UIImageView from UIGestureRecognizer callback. If the sequence of animations is started from a standard callback like TouchUpInside, the animation works fine. If it is started via the UILongPressGestureRecognizer, then the first animation jumps to the end and the second animation immediately begins. Here's a sample that illustrates my problem. In the .xib for the project, I have a UIImageView that is connected to the viewToMove IBOutlet. I also have a UIButton connected to the startButton IBOutlet, and I have connected its TouchUpInside action to the startButtonClicked IBAction. The TouchUpInside action works as I want it to, but the longPressGestureRecognizer skips to the end of the first animation after about half a second. When I NSLog the second animation (animateTo200) I can see that it is called twice when a long press starts the animation but only once when the button's TouchUpInside action starts the animation. - (void)viewDidLoad { [super viewDidLoad]; UILongPressGestureRecognizer *longPressRecognizer = [[UILongPressGestureRecognizer alloc] initWithTarget:self action:@selector(startButtonClicked)]; NSArray *recognizerArray = [[NSArray alloc] initWithObjects:longPressRecognizer, nil]; [startButton setGestureRecognizers:recognizerArray]; [longPressRecognizer release]; [recognizerArray release]; } -(IBAction)startButtonClicked { if (viewToMove.center.x < 150) { [self animateTo200:@"Right to left" finished:nil context:nil]; } else { [self animateTo100:@"Right to left" finished:nil context:nil]; } } -(void)animateTo100:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context { [UIView beginAnimations:@"Right to left" context:nil]; [UIView setAnimationDuration:4]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(animateTo200:finished:context:)]; viewToMove.center = CGPointMake(100.0, 100.0); [UIView commitAnimations]; } -(void)animateTo200:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context { [UIView beginAnimations:@"Left to right" context:nil]; [UIView setAnimationDuration:4]; viewToMove.center = CGPointMake(200.0, 200.0); [UIView commitAnimations]; }

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  • Smoothly drag a Sprite in cocos2d - iPhone

    - by Saurabh
    Hi All I have implemented a drag on a sprite object as follows.. -(BOOL)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { UITouch * touch = [touches anyObject]; CGPoint location = [[Director sharedDirector] convertCoordinate: [touch locationInView:touch.view]]; [diskSprite setPosition:ccp(location.x , location.y )]; return kEventHandled; } but this dragging is not smooth..... when i drag fast with my thumb the object left from the path. Thanks

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  • one more question on sqlite3 for iphone..sorry*

    - by summer
    let's say i am trying to save an image selected from photo library to database..is the following code correct? Snap.m - (void) addSnap { if(addStmt == nil) { const char *sql = "insert into Snap(snapTitle, snapDesc, snapImage) Values(?, ?, ?)"; if(sqlite3_prepare_v2(database, sql, -1, &addStmt, NULL) != SQLITE_OK) NSAssert1(0, @"Error while creating add statement. '%s'", sqlite3_errmsg(database)); } sqlite3_bind_text(addStmt, 1, [snapTitle UTF8String], -1, SQLITE_TRANSIENT);//bind titleSnap to insert statement sqlite3_bind_text(addStmt, 2, [snapDescription UTF8String], -2, SQLITE_TRANSIENT); sqlite3_bind_int(addStmt, 3, snapID); NSData *imgData = UIImagePNGRepresentation(self.snapImage); int returnValue = -1; if(self.snapImage != nil) returnValue = sqlite3_bind_blob(addStmt, 3, [imgData bytes], [imgData length], SQLITE_TRANSIENT); else returnValue = sqlite3_bind_blob(addStmt, 3, nil, -1, NULL); sqlite3_bind_int(addStmt, 4, snapID); if(returnValue != SQLITE_OK) NSLog(@"Not OK!!!"); if(SQLITE_DONE != sqlite3_step(addStmt))//execute step statement if it return SQLITE_DONE NSAssert1(0, @"Error while inserting data. '%s'", sqlite3_errmsg(database)); else //sqlite3_last_insert_rowid snapID = sqlite3_last_insert_rowid(database);//get primary key for the row which was inserted //reset add statement sqlite3_reset(addStmt); } - (void)setSnapImage:(UIImageView *)theSnapImage { self.isDirty = YES; [snapImage release]; snapImage = [theSnapImage copy]; } then to get the "object" i use.. snap2playObj.snapImage = imageView.image; i am using UIImageView by the way..my error message.. -[UIImage copyWithZone:]: unrecognized selector sent to instance 0xd74750 2010-03-18 16:22:27.808 Snap2Play[68317:20b] * Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '* -[UIImage copyWithZone:]: unrecognized selector sent to instance 0xd74750'

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  • iPhone SDK 3.2 and UIAppFonts

    - by tarmo
    I've added my custom font to UIAppFonts and it's loaded just fine: (shows up in [UIFont familyNames] ). When I manually set the font in viewDidLoad { [myLabel setFont: [UIFont fontWithName:@"CustomFont" size: 65.0]]; } everything works and the font is rendered. However doing the same thing in IB doesn't (some other default font is used instead). Having to create IBOutlets for each label and fixing up the fonts manually in viewDidLoad is pretty painful. Anyone else had problems getting the custom font support to work with 3.2 SDK and IB?

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  • iPhone SDK linking errors with static library

    - by Nico
    Hello all! I've built my own static library with components to be reused in my project, and recently had the need to update a bunch of classes. Specifically, some methods' signatures were changed due to the fact that some classes changed names. What happens now is that the library compiles fine on its own, but, when added to an app project, the project fails to link: Ld build/Sucursales.build/Debug-iphoneos/Sucursales.build/Objects-normal/armv6/Sucursales normal armv6 cd /Users/nameghino/src/Sucursales setenv IPHONEOS_DEPLOYMENT_TARGET 3.1 setenv PATH "/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin:/Developer/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin" /Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/gcc-4.2 -arch armv6 -isysroot /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.2.sdk -L/Users/nameghino/src/Sucursales/build/Debug-iphoneos -L/Users/nameghino/src/Sucursales/../../Library/MyLibraries/MSSharedLibrary-1.0.0 -F/Users/nameghino/src/Sucursales/build/Debug-iphoneos -filelist /Users/nameghino/src/Sucursales/build/Sucursales.build/Debug-iphoneos/Sucursales.build/Objects-normal/armv6/Sucursales.LinkFileList -dead_strip -lxml2 -ObjC -all_load -miphoneos-version-min=3.1 -framework Foundation -framework UIKit -framework CoreGraphics -lsqlite3.0 -framework CoreLocation -framework MapKit -lxml2 /Users/nameghino/src/MSSharedComponents/Frameworks/MSSharedLibrary/build/Debug-iphoneos/libMSSharedLibrary.a -o /Users/nameghino/src/Sucursales/build/Sucursales.build/Debug-iphoneos/Sucursales.build/Objects-normal/armv6/Sucursales Undefined symbols: "_OBJC_CLASS_$_DataCatalogService_GetSingleRow", referenced from: objc-class-ref-to-DataCatalogService_GetSingleRow in libMSSharedLibrary.a(MSDataCatalogSpecification.o) **"_OBJC_CLASS_$_DataCatalogService_ArrayOfString", referenced from: objc-class-ref-to-DataCatalogService_ArrayOfString in libMSSharedLibrary.a(MSDataCatalogSpecification.o) "_OBJC_CLASS_$_DataCatalogService_GetSingleRowResponse", referenced from: objc-class-ref-to-DataCatalogService_GetSingleRowResponse in libMSSharedLibrary.a(MSSingleRowResultsParser.o) "_OBJC_CLASS_$_DataCatalogService_GetMultiRowResponse", referenced from: objc-class-ref-to-DataCatalogService_GetMultiRowResponse in libMSSharedLibrary.a(MSMultiRowResultsParser.o) "_OBJC_CLASS_$_DataCatalogService_GetMultiRow", referenced from: objc-class-ref-to-DataCatalogService_GetMultiRow in libMSSharedLibrary.a(MSDataCatalogSpecification.o) "_OBJC_CLASS_$_DataCatalogService_HelloWorldResponse", referenced from: objc-class-ref-to-DataCatalogService_HelloWorldResponse in libMSSharedLibrary.a(DataCatalogService.o) ld: symbol(s) not found collect2: ld returned 1 exit status** The curious thing is that after a lot of project cleanups (both in the app and the lib projects), I still get the same issue. Even after starting a new project, the problem is still there. I've also taken care to restart Xcode between a clean and a build a couple of times, but no good. Any ideas on where to look? Thanks in advance Nico

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  • Iphone SDK dismissing Modal ViewControllers on ipad by clicking outside of it

    - by Daniel
    Hello, I want to dismiss a FormSheetPresentation modal view controller when the user taps outside the modal view...I have seen a bunch of apps doing this (ebay on ipad for example) but i cant figure out how since the underneath views are disabled from touches when modal views are displayed like this (are they presenting it as a popover perhaps?)...anyone have any suggestions? Thanks Daniel

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  • iPhone SDK Zoom and refresh PDF with Quartz

    - by Ben
    Looking at the QuartzDemo sample application, I love the speed of the PDF rending using quartz alone (that is, without using uiwebview). However, when I'm zooming in the PDF it doesn't seem to become more clear like it does in PDF view. Is there something that I can change to have the same effect when zooming in and out using multitouch? like manipulate the PDF transformation matrix or something? Thanks a bunch. --Ben

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  • iPhone crashing when presenting modal view controller

    - by Michael Waterfall
    Hi there, I'm trying to display a modal view straight after another view has been presented modally (the second is a loading view that appears). - (void)viewDidAppear:(BOOL)animated { [super viewDidAppear:animated]; // Show load LoadViewController *loader = [[LoadViewController alloc] init]; [self presentModalViewController: loader animated:NO]; [loader release]; } But when I do this I get a "Program received signal: "EXC_BAD_ACCESS"." error. The stack trace is: 0 0x30b43234 in -[UIWindowController transitionViewDidComplete:fromView:toView:] 1 0x3095828e in -[UITransitionView notifyDidCompleteTransition:] 2 0x3091af0d in -[UIViewAnimationState sendDelegateAnimationDidStop:finished:] 3 0x3091ad7c in -[UIViewAnimationState animationDidStop:finished:] 4 0x0051e331 in run_animation_callbacks 5 0x0051e109 in CA::timer_callback 6 0x302454a0 in CFRunLoopRunSpecific 7 0x30244628 in CFRunLoopRunInMode 8 0x32044c31 in GSEventRunModal 9 0x32044cf6 in GSEventRun 10 0x309021ee in UIApplicationMain 11 0x00002154 in main at main.m:14 Any ideas? I'm totally stumped! The loading view is empty so there's definitely nothing going on in there that's causing the error. Is it something to do with launching 2 views modally in the same event loop or something? Thanks, Mike Edit: Very strange... I have modified it slightly so that the loading view is shown after a tiny delay, and this works fine! So it appears to be something within the same event loop! - (void)viewDidAppear:(BOOL)animated { [super viewDidAppear:animated]; // Show load [self performSelector:@selector(doit) withObject:nil afterDelay:0.1]; } - (void)doit { [self presentModalViewController:loader animated:YES]; }

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  • iPhone SDK: Rendering a CGLayer into an image object

    - by codemercenary
    Hi all, I am trying to add a curved border around an image downloaded and to be displayed in a UITableViewCell. In the large view (ie one image on the screen) I have the following: productImageView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:product.image]]; [productImageView setAlpha:0.4]; productImageView.frame = CGRectMake(10.0, 30.0, 128.0, 128.0); CALayer *roundedlayer = [productImageView layer]; [roundedlayer setMasksToBounds:YES]; [roundedlayer setCornerRadius:7.0]; [roundedlayer setBorderWidth:2.0]; [roundedlayer setBorderColor:[[UIColor darkGrayColor] CGColor]]; [self addSubview:productImageView]; In the table view cell, to get it to scroll fast, an image needs to be drawn in the drawRect method of a UIView which is then added to a custom cell. so in drawRect - (void)drawRect:(CGRect)rect { ... point = CGPointMake(boundsX + LEFT_COLUMN_OFFSET, UPPER_ROW_TOP); //CALayer *roundedlayer = [productImageView layer]; //[roundedlayer setMasksToBounds:YES]; //[roundedlayer setCornerRadius:7.0]; //[roundedlayer setBorderWidth:2.0]; //[roundedlayer setBorderColor:[[UIColor darkGrayColor] CGColor]]; //[productImageView drawRect:CGRectMake(boundsX + LEFT_COLUMN_OFFSET, UPPER_ROW_TOP, IMAGE_WIDTH, IMAGE_HEIGHT)]; // [productImageView.image drawInRect:CGRectMake(boundsX + LEFT_COLUMN_OFFSET, UPPER_ROW_TOP, IMAGE_WIDTH, IMAGE_HEIGHT)]; So this works well, but if I remove the comment and try to show the rounded CA layer the scrolling goes really slow. To fix this I suppose I would have to render this image context into a different image object, and store this in an array, then set this image as something like: productImageView.image = (UIImage*)[imageArray objectAtIndex:indexPath.row]; My question is "How do I render this layer into an image?" TIA.

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  • Problem with fetching dictionary objects in array from plist iphone sdk

    - by neha
    Hi all, What is the datatype you use to fetch items whose type is dictionary in plist i.e. nsmutabledictionary or nsdictionary? Because I'm using following code to retrieve dictionary objects from an array of dictionaries in plist. NSMutableDictionary *_myDict = [contentArray objectAtIndex:0]; NSLog(@"MYDICT : %@",_myDict); NSString *myKey = (NSString *)[_myDict valueForKey:@"Contents"] ; [[cell lblFeed] setText:[NSString stringWithFormat:@"%@",myKey]]; Here, on first line it's showing me objc_msgsend. ContentArray is an nsarray and it's contents are showing 2 objects that are there in plist. In plist they are dictionary objects. Then why this error? Can anybody please help? Thanx in advance.

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  • How to reset iPhone simulator

    - by Stefan Mayr
    My app uses the location service. To test what is happening when the user presses 'Don't allow' when the simulator asks for the permission to access the location service (when the app is started for the first time) I need to reset the simulator. This because the question was answered at the beginning of the development process with allow. So no more questions are asked. Reseting the Simulator with "Reseting Content and Settings.." don't bring back the question at the start. What I am doing wrong? thx in advance

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