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  • ASIHTTPRequest POST splits up header + data?

    - by chris.o.
    Hi, I am using ASIHTTPRequest to POST data to a remote server on iPhone 4.2.1. When I make the following post request to our server, I get a 400 response (I removed the IP address): NSString dataString = @"data1=00&data2=00&data3=00"; ASIHTTPRequest *request = [ASIHTTPRequest requestWithURL:[NSURL URLWithString:[NSString stringWithFormat:<ipremoved>]]]; [request appendPostData:[dataString dataUsingEncoding:NSUTF8StringEncoding]]; [request setRequestMethod:@"POST"]; [request addRequestHeader:@"User-Agent" value:@"iphone app"]; [request addRequestHeader:@"Content-Type" value:@"application/octet-stream"]; request.delegate = self; [request startAsynchronous]; When I send the same data using curl, I receive a 200 response: curl -H "User-Agent: iphone app" -H "Accept:" -H "Content-Type:application/octet-stream" --data-ascii "data1=00&data2=00&data3=00" --location <ipremoved> -v My colleague is stating that, in the failure case, the ASIHTTPRequest requires two socket reads: one for the header and one for the data. Apparently the server is not presently equipped to parse this correctly, so I am trying to work around it. If I setup a proxy between iPhone and my Mac and run Paros (to see packets), the problem goes away. Paros combine the header and data so that it is all acquired by the server in a single socket read. I've tried a few things suggested in other posts including disabling persistent connections, but I am not having any luck. I've also tried doing a ASIHTTPFormRequest, but the server does not like the generated data format. Any suggestions would be appreciated. Thanks.

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  • CFHost DNS Resolution - When is it OK to use synchronous API?

    - by Jasarien
    I went to the iPhone Developer Tech Talk a few months ago and asked one of the gurus there about the lack of NSHost on the iPhone. Some code I was porting to the iPhone made significant use of NSHost throughout its networking code. I was told that NSHost is on the iPhone, but its private. I was also told that NSHost is a synchronous API and that I shouldn't use it anyway. (If anyone could elaborate on why it shouldn't be used, as a bonus, that'd be great.) I can see the caveats of using synchronous API's on the main thread in that they'll block until complete - and that's never a good thing with network code because there are so many factors that could cause the API to block the thread for a significant amount of time. My solution was to write a wrapper around CFHost's asynchronous resolution functions. The result works quite well, and I'm considering releasing it into the public domain. But my question is this: Say my app only resolves a hostname once per run, during the connecting phase, and then cache's it for the rest of the session. During the time it is resolving, a modal screen is shown telling the user "Connecting" with a nice spinner. Does it really matter whether or not the resolution is asynchronous?? The user has to wait to connect anyway, and the resolution is only done on the first connection. Subsequent connections use the cached result of the resolution. When is it OK to be synchronous and when should things be asynchronous?

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  • Removing NSLog breaks compiler

    - by DVG
    Okay, so this is weird I have this code - (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath { switch (indexPath.row) { case 1: NSLog(@"Platform Cell Selected"); AddGamePlatformSelectionViewController *platformVC = [[AddGamePlatformSelectionViewController alloc] initWithNibName:@"AddGamePlatformSelectionViewController" bundle:nil]; platformVC.context = context; platformVC.game = newGame; [self.navigationController pushViewController:platformVC animated:YES]; [platformVC release]; break; default: break; } } Which works fine. When I remove the NSLog Statement, like so: - (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath { switch (indexPath.row) { case 1: //NSLog(@"Platform Cell Selected"); AddGamePlatformSelectionViewController *platformVC = [[AddGamePlatformSelectionViewController alloc] initWithNibName:@"AddGamePlatformSelectionViewController" bundle:nil]; platformVC.context = context; platformVC.game = newGame; [self.navigationController pushViewController:platformVC animated:YES]; [platformVC release]; break; default: break; } } I get the following compiler errors /Users/DVG/Development/iPhone/Backlog/Classes/AddGameTableViewController.m:102:0 /Users/DVG/Development/iPhone/Backlog/Classes/AddGameTableViewController.m:102: error: expected expression before 'AddGamePlatformSelectionViewController' /Users/DVG/Development/iPhone/Backlog/Classes/AddGameTableViewController.m:103:0 /Users/DVG/Development/iPhone/Backlog/Classes/AddGameTableViewController.m:103: error: 'platformVC' undeclared (first use in this function) If I just edit out the two // for commenting out that line, everything works swimingly.

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  • What is the PastryKit Framework?

    - by Kerrick
    I'm trying to find any information I can on the PastryKit Javascript Framework. It appears to be in use on the iPhone User Guide that is displayed on the iPhone itself in Mobile Safari, but I cannot find any documentation or API. If you want to see it in action, open Safari 4, set your user agent to iPhone 3 (In the Develop menu) and check out the guide. Overall, it seems to be a way to write an HTML/CSS/Javascript application that acts like a native iPhone app. When it comes to Javascript, I used the JS Beautifier on (what I assume to be) the framework file and it was over 3,400 lines! Beautified, (again what I assume to be) their implementation of it was over 1,200 lines. On the CSS side, I used Clean CSS on (again what I assume to be) the framework CSS, and it came out to over 700 lines. Their implementation was shy of 500. Does anybody have, or know where to find, any information, documentation, or APIs on PastryKit? Or, can anybody figure out how to implement it?

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  • Differences in accessing resources between Simulator and Device?

    - by Tony
    Is there some difference between the way that bundle resources can be accessed on the iPhone simulator versus a device (in my case, an iPad)? I am able to access a file on the former, but not the latter. NSString *filePath = [NSString stringWithFormat:@"%@%@",[[NSBundle mainBundle] bundlePath], @"/AppResources/html/pages/quickHelp.html"]; BOOL fileExists = [[NSFileManager defaultManager] fileExistsAtPath:filePath]; // fileExists == YES in the debugger on both the simulator and the device NSString *path = [NSString stringWithFormat:@"AppResources/html/pages/%@", contentsFileName]; NSString *pathForURL = [[NSBundle mainBundle] pathForResource:path ofType:@"html"]; NSURL *url = [NSURL fileURLWithPath:pathForURL isDirectory:NO]; The code above works fine in the simulator, but on the device pathForResource:path returns nil, so the last line throws a 'nil string parameter' exception. Am I missing something obvious? edit: Of course, in the above @"quickHelp" is being passed in the contentsFileName var. edit2: if it makes any difference, in my build settings "Base SDK" is set to "iPhone Device 4.0", and "iPhone OS Deployment Target" is set to "iPhone OS 3.1.3". Any other settings that might have an influence?

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  • [iPhone]Objective C, objects which do not conform to NSCoding. How to write them to a file.

    - by Noah
    Hi, I am using an Objective c class, a subclass of NSObject. This class cannot be modified. I have an instance of this class that I wish to write to a file which can be retrieved and later reinstate. The object does not conform to NSCoding. To sum up, I need to save an instance of a class to a file which can be retrieved later, without using any of the NSCoding methods such as NSKeyedArchiving encodeWithCoder ... Using them returns this... NSInvalidArgumentException ...encodeWithCoder:] unrecognised selector sent to instance... Is there any other way I can store this object for later use Thank you

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  • Changing the default UITabBarController background color.

    - by Scott
    Hello, So I have an iPhone application running that is controlled at the highest level by a UITabBarController. It is the default black Tab Bar at the bottom that you see in many iPhone apps. I am kind of new to iPhone SDK programming, and I know I have seen other apps that have their own background color for the Tab Bar at the bottom. I am not sure if they are using this tab bar as I am, as the main controller for their app, but the question applies to this: How do I change the background color of the main UITabBarController in my application? I wanted to change it to a dark shade of green similar to the colors of the navigation bars and labels I have placed in my app. I find it weird how Apple makes it really easy to change the color of Navigation Bars (not controllers), and other things, but when it comes to controllers (in this case a Tab Bar Controller), I cannot find a single way to implement this cleanly and efficiently. Thanks! -Scott

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  • Select row After UIPickerView is loaded

    - by Steve Gibson
    I have an iphone database app that loads a UIPickerView with data from a table. I want to set the selected row to a particular row from the data in another table. for example: Lets say I have a UIPickerView that is loaded with X number of names of the iPhone users friends (the number of names is variable, could be 1 or 1000 and all are entered into the DB by the user). The iPhone user has a preference set that their current best friend is TED. I want the UIPickerView to be position to TED when displayed. Where do I call selectRow? I tried in viewDidAppear but it was never called, in titleForRow which caused all kinds of strange behavior. viewDidLoad and viewWillAppear are out of the question because I don't know what's in the datasource to the picker yet. Thanks in advance.

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  • Objective-C and Android

    - by Tom R
    I've just finished a relatively large project for the Android, and it's left a bitter taste in my mouth with the knowledge that it will never run on one of the most ubiquitous handsets this side of the solar system (the one by that fruity little club). So, for my next project, I want to write it in a way that makes most of the components easily transportable between the iPhone and Android platforms. The way I'm thinking of doing this is by coding most of it in Objective-C, and then adding the platform-specific parts in more Objective-C and Java respectively. On the Android side, this will require using the the NDK. My knowledge of C is good, but my knowledge of Objective-C is close to zero, and I have no desire to learn C++. How sane is the approach above, and is there a better one? Is there any way I can code in Java and still reach the un-hacked iPhone market? And how likely is it that the people I know (iPhone users) will have an Android phone by next year?

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  • CGContext - PDF margin

    - by Manoj Khaylia
    Hi All I am showing PDF content on a view using this code using Quartz Sample // PDF page drawing expects a Lower-Left coordinate system, so we flip the coordinate system // before we start drawing. CGContextTranslateCTM(context, 0.0, self.bounds.size.height); CGContextScaleCTM(context, 1.0, -1.0); // Grab the first PDF page CGPDFPageRef page = CGPDFDocumentGetPage(pdf, pageNo); // We're about to modify the context CTM to draw the PDF page where we want it, so save the graphics state in case we want to do more drawing CGContextSaveGState(context); // CGPDFPageGetDrawingTransform provides an easy way to get the transform for a PDF page. It will scale down to fit, including any // base rotations necessary to display the PDF page correctly. CGAffineTransform pdfTransform = CGPDFPageGetDrawingTransform(page, kCGPDFCropBox, self.bounds, 0, true); // And apply the transform. CGContextConcatCTM(context, pdfTransform); // Finally, we draw the page and restore the graphics state for further manipulations! CGContextDrawPDFPage(context, page); CGContextRestoreGState(context); Using this all works fine I want to set the margin for the PDF context, bydefault it showing 50 px margin in every side.. I have tried CGContext methods but not got the appropriate one. Can any body help me regarding this Thanks Monaj

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  • Car physics in Chipmunk

    - by Richard Caetano
    Has anyone had experience with implementing car physics in chipmunk? Here's an example in Box2d: http://www.emanueleferonato.com/2009/04/06/two-ways-to-make-box2d-cars/ I'd like to port that over to chipmunk.

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  • CCSprite with actions crossing the screen boundaries (copy sprite problem)

    - by iostriz
    Let's say we have a CCSprite object that has an actions tied to it: -(void) moveJack { CCSpriteSheet *sheet = (CCSpriteSheet*)[self getChildByTag:kSheet]; CCSprite *jack = (CCSprite*)[sheet getChildByTag:kJack]; ... CCSequence *seq = [CCSequence actions: jump1, [jump1 reverse], jump2, nil]; [jack runAction:seq]; } If the sprite crosses over the screen boundary, I would like to display it at opposite side. So, original sprite is half displayed on the right side (for example), and half on the left side, because it has not fully crossed yet. Obviously (or is it), I need 2 sprites to achieve this. One on the right side (original), and one on the left side (a copy). The problem is - I don't know how to create exact copy of the original sprite, because tied actions have scaling and blending transformations (sprite is a bit distorted). I would like to have something like: CCSprite *copy = [[jack copy] autorelease]; so that I can add a copy to display it on the correct side (and kill it after transition is over). It should have all the actions tied to it... Any ideas?

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  • Unit tests only run automatically when active SDK is "simulator"?

    - by Steve Madsen
    I have followed the instructions Apple publishes for unit testing applications on iPhone and things work great when I set the active SDK to "iPhone Simulator". I have it configured to always build and run my tests as part of building the application itself. Apple implies (by omission) that this should work all of the time, but the tests are skipped when I set the active SDK to "iPhone Device". I am also linking with OCMock, and instead of a failing test, this warning is in the build log: ld: warning: in .../build/Debug-iphoneos/OCMock.framework/OCMock, missing required architecture arm in file It's very nice to make the unit test bundle a dependency of the main application, so these tests run at every build, but its utility is greatly diminished if it doesn't work during device builds. Is this a known, but undocumented, limitation?

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  • Convert db data encoding to UTF-8

    - by lnetanel
    Hi, I use Sql Server 2000 and I inserted some data in hebrew to a table. I need to access this data through an iPhone app using an ASP page that query the table. The problem is that in the iPhone app the Hebrew is shown as strange signs. I think my problem is that the data that is generated from my db isn't in UTF-8 but in USC-2 Any suggestions how to convert the data from my db to utf so it will be readable on the iPhone? 10x.

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  • Authenticating stackoveflow programatically - OpenID

    - by Ben Reeves
    I would like to add up and down voting to my iPhone appilcation - MyStacks, for this I need the to be able to authenticate the user with SO. I'm look at adapting the Twitter-OAuth-iPhone library. However The problem I have is obtaining the consumer and secret key. to use OAuth, do I need to obtain a different key for each provider? In order to obtain a consumer key from google the application needs to have a domain name, but this being an iPhone app of course i don't have one, does this mean that I can't use OAuth? Is there any other way to programatically authenticate SO? Thanks, Ben

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  • Do [sprite stopActionByTag: kTag]; working differently for different CCActions ?

    - by srikanth rongali
    //prog 1 -(void)gameLogic:(ccTime)dt { id actionMove = [CCMoveTo actionWithDuration:1.0 position:ccp(windowSize.width/2-400, actualY)]; [actionMove setTag:6]; [self schedule:@selector(update:)]; [hitBullet runAction:actionMove]; } -(void)update:(ccTime)dt { if ( (CGRectIntersectsRect(hitRect, playerRect)) ) { [[[self getActionByTag:6] retain] autorelease]; [hitBullet stopActionByTag: 6]; } } //prog 2 -(void)gameLogic:(ccTime)dt { id actionMove = [CCMoveTo actionWithDuration:1.0 position:ccp(windowSize.width/2-400, actualY)]; id hitBulletAction = [CCSequence actionWithDuration:(intervalforEnemyshoot)]; id hitBulletSeq = [CCSequence actions: hitBulletAction, actionMove, nil]; [hitBulletSeq setTag:5]; [self schedule:@selector(update:)]; [hitBullet runAction:hitBulletSeq]; } -(void)update:(ccTime)dt { if ( (CGRectIntersectsRect(hitRect, playerRect)) ) { [[[self getActionByTag:5] retain] autorelease]; [hitBullet stopActionByTag: 5]; } } While prog1 is working prog2 is not working ? I think the both are same. But why the two stopActions are working differently in two prog1 and prog2 ? I mean the actions are stopped in prog1 but the actions are not stopping in prog2 ? thank You.

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  • entitlements are not valid

    - by Sathiya
    Recently, i have upgraded my iPhone SDK OS from version 2.2.1 to 3.0 version. After that while building my application i get an error the the provisioning profile has expired. So i created a new provisioning profile. Then i made the distribution of my application with the provisioning profile. But i get an error in iTunes while syncing my application into iPhone device. The error message is "The application"iGVA " was not installed on the iPhone because the entitlements are not valid." I checked the code signing Entitlements that contains the correct entitlement plist file. Please suggest me to solve it out. Any help would be appreciated ! Sathiya

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  • How to reset the value of NSInterval ?

    - by srikanth rongali
    I am writing a small game. After the completion of the game we get the previous screen. So, we can play again. But problem is that the time interval (NSTime Interval)started first time while running game is still continuing. For example the time interval of my touch when I first started game is 3.0 seconds. When again I played (not quitting the application) the time interval is 3.0 seconds + interval till the present touch ? Hoe can I make it work ? Please help me with solution for my problem.

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  • arm-apple-darwin9-g++ Bus error problem

    - by overboming
    I want to create a mobilesubstrate plugin for iPhone OS 3.2 or I tried to setup toolchain on the iPad device. I have installed the iphone-gcc_4.2-20090304-1-9_iphoneos-arm package and all the relevant packages from Cydia, but when it comes to compiling the simplest source file shows the following error: arm-apple-darwin9-g++ -I /var/toolchain/sys/ -c -dynamiclib ExampleHookLibrary.mm -o ExampleHookLibrary.o arm-apple-darwin9-g++: Internal error: Bus error (program cc1objplus) Please submit a full bug report. See <URL:http://developer.apple.com/bugreporter> for instructions. make: *** [ExampleHookLibrary.o] Error 1 Is it because the iphone-gcc doesn't yet support this device or am I missing anything here? Thanks.

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  • Should we use NsMutableArray in CGRectIntersect ?

    - by srikanth rongali
    To know whether two sprites cross each other or not, should we use NSMutableArray to store the sprites ? In my game one fixed sprite(player) is there. And the other is a bullet fired and if this sprite intersects player sprite, then enemy won. I have used NSMutable Array to store the bullet sprites. If I do not use NSMutableArray then even though the the bullet intersects player it is not recognizing the intersection ? I am using ( (CGRectIntersectsRect(bulletRect, playerRect)). Thank You.

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  • FBConnect - uploading images to Wall

    - by SteveU
    Hi All, i've configured FBConnect and it uploads to the wall, but what i want to do is take a screenshot and then upload the screenshot to FB. In the below code there is an image but as a url. Can i intersect this and put in my screenshot image? FBStreamDialog *dialog = [[[FBStreamDialog alloc] init]autorelease]; dialog.userMessagePrompt = @"Tell your friends about Fridgit!!:"; dialog.attachment = [NSString stringWithFormat:@"{\"name\":\"Facebook Connect for iPhone\",\"href\":\"http://developers.facebook.com/connect.phptab=iphone\",\"caption\":\"Caption\",\"description\":\"Description\",\"media\":[{\"type\":\"image\",\"src\":\"screenShot\",\"href\":\"http://developers.facebook.com/connect.php?tab=iphone/\"}],\"properties\":{\"another link\":{\"text\":\"Facebook home page\",\"href\":\"http://www.facebook.com\"}}}", self.screenShot]; [dialog show]; } i know all the code is default i haven't edited it yet incase i can't do what i want to do. Cheers

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  • pushScene and popScene or replaceScene . which should we use and when ?

    - by srikanth rongali
    I am using push scene to get the next scene. But, I read that for each PushScene the scene is stored in stack. The memory usage is more. So, I am using the replaceScene in place of pushScene. But, with replace scene I am getting the memory-bad-access message in debugger. So, I want to popScene after using it, so that the retain count is zero. But, I am confused in using popScene. If I have a Scene1 and Scene2. I used the following to go in to Scene2. Now I need to remove Scene1 from stack. [[CCDirector sharedDirector] pushScene:Scene2]; Where should I write the popScene to popScene1. How to get the previous scene in current running scene ? Thank you/

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  • Using iterateFunc to call objective c method

    - by Matt Welch
    Using spacemanager, I need to perform an action on select bodies after each step, so I figured that defining my own C function for iterateFunc would be the way to go. Everything works great, except I'm not sure how to then call an obj c method in the same class. In other words, an obj c class contains both the c function replacing iterateFunc, and the method that needs to be called. I don't see how to tell the c function what 'self' is, such that I can call the method. As far as i can tell, there's no way to pass in any extra info to the new iterateFunc. Any ideas, or a better way to go about things?

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