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  • get image from iphone, using phonegap camera api

    - by udhaya
    I'm new to Xcode and iPhone apps. I want to select an image from iPhone (camera or library) and send to php via ajax. http://wiki.phonegap.com/iPhone:-Camera-API I'm using the phonegap framework, Xcode iPhone SDK version 3.1.x. On clicking button it calls function with parameter 0 or 1, but it does not initialize camera or display the library. I checked the simulator virtual phone; there is no icon for camera, but the pictures album is there. I used the same code as in the above link. What do I do, what and how to check? any other functions to get photos using phonegap?

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  • Suppressing NSLog statements for release?

    - by fuzzygoat
    I wonder if someone could help me setup a number of NSLog statements so they print to console when executing in "Debug Mode" but don't print in "Release Mode". I understand I need to add something like DEBUG = 1 to the debug config in Xcode but I can't find where. Also how do I utilise this in my code? NSLog(@"Print Always"); if(DEBUG) NSLog(@"Print only in debug"); Is there a simple way of doing this? EDIT: I tried following this but when I entered either: OTHER_CFLAGS or GCC_PREPROCESSOR_DEFINITIONS Xcode informed me that "theres already another key named .... " gary

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  • iphone tab bar controller and core data.

    - by Sway
    Ok bit of a newbie type question. I want to use Core Data, together with Tab and Navigation controllers. In XCode if I create a Navigation Based Application I get the option to choose Core Data. Whereas If I create a Tab Bar Application I don't get the choice. I understand that Tab Bars display view controllers so it kinda makes sense. However given that by default it sticks the basic Core Data code in the Application delegate I don't see why this isn't offered. At the moment I'm creating the two projects and cutting and pasting between them. Does this omission in XCode seem weird to you? Is it some sort of oversight? Thanks, Matt

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  • Unable to build mercurial on OSX - Python.h not found

    - by Oscar Reyes
    For what I've read I need Python-Dev, how do I install it on OSX? I think the problem I have, is, my Xcode was not properly installed, and I don't have the paths where I should. This previous question: http://stackoverflow.com/questions/2685887/where-is-gcc-on-osx-i-have-installed-xcode-already Was about I couldn't find gcc, now I can't find Python.h Should I just link my /Developer directory to somewhere else in /usr/ ??? This is my output: $ sudo easy_install mercurial Password: Searching for mercurial Reading http://pypi.python.org/simple/mercurial/ Reading http://www.selenic.com/mercurial Best match: mercurial 1.5.1 Downloading http://mercurial.selenic.com/release/mercurial-1.5.1.tar.gz Processing mercurial-1.5.1.tar.gz Running mercurial-1.5.1/setup.py -q bdist_egg --dist-dir /tmp/easy_install-_7RaTq/mercurial-1.5.1/egg-dist-tmp-l7JP3u mercurial/base85.c:12:20: error: Python.h: No such file or directory ... Thanks in advance.

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  • Cannot enter input with gdb. Help!

    - by Carlos Nunez
    Hi, all. I've been having a tough time entering input with gdb using XCode or Eclipse. Every time the debugger hits std::cin, it looks like its waiting for input, but fails to accept it. I've scoured the internet for more information, but am having trouble finding anything. What do I need to do to get cin to work with gdb? For reference, I'm using XCode 3.2.2 and Eclipse Galileo. Thanks! -Carlos Nunez

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  • How to prevent a globally overridden "new" operator from being linked in from external library

    - by mprudhom
    In our iPhone XCode 3.2.1 project, we're linking in 2 external static C++ libraries, libBlue.a and libGreen.a. libBlue.a globally overrides the "new" operator for it's own memory management. However, when we build our project, libGreen.a winds up using libBlue's new operator, which results in a crash (presumably because libBlue.a is making assumptions about the kinds of structures being allocated). Both libBlue.a and libGreen.a are provided by 3rd parties, so we can't change any of their source code or build options. When we remove libBlue.a from the project, libGreen.a doesn't have any issues. However, no amount of shuffling the linking order of the libraries seems to fix the problem, nor does any experimentation with the various linking flags. Is there some way to tell XCode to tell the linker to "have libGreen's use of the new operator use the standard C++ new operator rather than the one redefined by libBlue"?

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  • ipad simulator error after distribution

    - by ghiboz
    Hi all, I developed a test app and I tried to use into the simulator.. all works fine! After, following the document "iPhone_developer_program_user_guide" I made the distribution version of my app (and xcode built it without problems). After this, I couldn't try the distribution 'cause I don't have iPad, but when I selected the debug type and relaunched to the simulator, the simulator starts, become all black and xcode give this error: I sent the .app and the .mobileprovision to my mate that have the iPad (configured with the udid) and retrieve an unknown error (0xE8008001)... thanks in advance!

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  • :-( A valid signing identity matching this profile could not be found in your keychain

    - by user262325
    Hello everyone I hope to test my app on iPod Touch I created development provisioning profile. I dragged downloaded .mobileprovision file to Organizer There is a yellow triangle warned that "A valid signing identity matching this profile could not be found in your keychain" The others distribution provisioning profiles have no any problem. I checked my connected iPod Touch. Organizer also said that: OS Installed on "interdev"'s iPod 3.1.3 (7E18) Xcode Supported iPhone OS Versions 3.1.1 (7C146) 3.1.1 (7C145) 3.1 (7C144) 3.0.1 (7A400) 3.0 2.2.1 2.2 2.1.1 2.1 2.0.2 (5C1) 2.0.1 (5B108) 2.0 (5A347) 2.0 (5A345) ipod os 3.1.3 xocde 3.1 Do I need to upgrade Xcode? Thanks interdev

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  • Building two executables in one project

    - by Rui Pacheco
    Hi, I've a project that must produce two executables: the main application and an executable that is called by a separate process. I've created the second file in Xcode and added a second target of type Cocoa Shell Tool. I can now build the second executable but when I try to build my project normally I get an error saying there's two executables present: ld: duplicate symbol _main in <path>/SecondExecutable.o and <path>/main.o (<path> was added by me to protect the innocent and their intelectual property). How can I configure Xcode to build both at the same time?

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  • Mac OS X 10.9 with GCC 4.7.3, stdlib.h: no such file or directory

    - by Leon Kaihua Li
    I'm doing some development with C++ on Mac OS. The code worked fine on Mac OS 10.8.3/10.8.4, with GCC 4.7.3. However recently I upgraded my OS to Mavericks 10.9 and Xcode 5.0. I find that when I try to compile my code, both gcc/g++/clang responds with: *******.C:1:** stdlib.h:no such file or directory *******.C:2:** iostream.h:no such file or directory Since I'm not familiar with Mac OS(My working platform is openSUSE), what can I do for it? will it help if I install "Command Line Tools" from Xcode? Or is there anyway that I could re-build the include index? Include dir of GCC is /opt/local/include/gcc47 and it seems there is a stdlib.h in it. The path is /opt/local/include/gcc47/c++/tr1/ Please help me, and thank you very much.

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  • iPhone Simulator Error: dyld: Symbol not found: _objc_collect_if_needed

    - by freespace
    I have been seeing the following error message a lot whenever I run something in the simulator: dyld: Symbol not found: _objc_collect_if_needed Referenced from: /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.1.sdk/System/Library/Frameworks/Foundation.framework/Foundation Expected in: /usr/lib/libobjc.A.dylib in /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.1.sdk/System/Library/Frameworks/Foundation.framework/Foundation I am running XCode 3.2.2 on OS X 10.6.3, and have reinstalled the SDK twice with no avail. This error makes running any code on the simulator something of a Russian Roulette, but with 5 out of 6 chambers loaded. I have checked the files mentioned in the error message, and they all checkout as being present. This sometimes go away if I restart XCode. Other times I have to logout, or even restart. And sometimes nothing works. I have googled this, even tried apple's developer forums. Other than a reference to this in the MonoTouch list, this bug appears to be completely unknown otherwise. Anything help would be greatly appreciated - this is a real PITA. Cheers, Steve

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  • Prevent OCUnit tests from running when compilation fails

    - by mhenry1384
    I'm using Xcode 3.2.2 and the built in OCUnit test stuff. One problem I'm running into is that every time I do a build my unit tests are run, even if the build failed. Let's say I make a syntax error in one of my tests. The test fails to compile and the last successful compilation of the unit tests are run. The same thing happens if one of the dependent targets fail to build - the tests are still run. Which is obviously not what I want. How can I prevent the tests from running if the build fails? If this is not possible then I'd rather have the tests never run automatically, is that possible? Sorry if this is obvious, I'm an Xcode noob. Should I be using a better unit testing framework?

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  • While submitting app to iOS App Store, "Unable to unzip application"

    - by Ivan Vucica
    I've successfully submitted "Product Name" to App Store. However, submitting "Product Name Lite", I keep getting the error "Unable to unzip application" in both Application Loader and built-in Xcode's uploader. Error persists even after eliminating spaces from the product name; in fact, I don't think there's whitespace anywhere in the app or the plist anymore. What might be causing this "highly descriptive" error? I'm using Xcode 3.2.5. Attempting to clean, build, and build&archive did not help.

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  • What's the best way to measure and track performance over various calls at runtime?

    - by bitcruncher
    Hello. I'm trying to optimize the performance of my code, but I'm not familiar with xcode's debuggers or debuggers in general. Is it possible to track the execution time and frequency of calls being made at runtime? Imagine a chain of events with some recursive calls over a fraction of a second. What's the best way to track where the CPU spends most of its time? Many thanks. Edit: Maybe this is better asked by saying, how do I use the xcode debug tools to do a stack trace?

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  • Xcode5 post-archive script for Sparkle package no longer works

    - by Flyingdiver
    Xcode 5 seems to have changed the way it stores the build application package (xxx.app) such that ditto no longer works. In the ../BuildProductsPath/Release/ directory, the app is actually a symlink to .../InstallationBuildProductsLocation/Applications/... MyApp.app - ~/Library/Developer/Xcode/DerivedData/MyApp-emwilkqhlayanxahjpexlpbbkato/Build/Intermediates/ArchiveIntermediates/MyApp/InstallationBuildProductsLocation/Applications/MyApp This breaks the ditto command I was using to create a zip file of the application to put on my Sparkle update server. Anyone have an updated script for building the Sparkle XML and ZIP files? Or know what environment variable I need to use to locate my actual binary after the Archive phase?

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  • Where is this backward_warning.h #warning coming from?

    - by Piku
    Without looking through every single source file in my XCode project, is there a way to find out which #include is triggering the following warning? #warning This file includes at least one deprecated or antiquated header. Please consider using one of the 32 headers found in section 17.4.1.2 of the C++ standard. Examples include substituting the <X> header for the <X.h> header for C++ includes, or <iostream> instead of the deprecated header <iostream.h>. To disable this warning use -Wno-deprecated. Clicking on the error in XCode just opens the backward_warning.h file, which is totally useless. I know what the warning means, I know how to fix it (when I see the file in question and can look at its #includes)... but I just don't know how to find the file causing the error!

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  • ipod touch crashing after uploading app to device

    - by MaKo
    hi, I installed a new device (the second out of the 100), on xcode, an iPod touch but when I upload the app, the iPod crashes, apple logo shows, and gets frozen for a while, and then resusitates, in the xcode, I get the message on console: The Debugger has exited due to signal 15 (SIGTERM). I tried a simple app I made, and it loaded it, (some bouncing ball) after starting again, but tried the same with another app that plays some sounds and it shows normally, but doesnt play the sounds, questions: how to fix this issue? (in MyApp-info.plist, in bundle identifier, I have: com.yourcompany.${PRODUCT_NAME:rfc1034identifier} havent changed this, is this a problem?? 1.b. I used that conf to upload to an iPad with no problem?? Do the apps play normally sounds *.m4a, in the simulator it works!, not in the iPod, is this due to the crash or not? Thank you,, edit Im using AudioToolbox framework, the question after 1.b is 2 in my editor, but appears as 1 in the post??

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  • iPhone OpenGL Template is cheating?

    - by carrots
    XCode's OpenGL template seems to be cheating to solve this "stretched" viewport problem I've been trying to understand for the last 3 hours. In the iphone "OpenGL ES Application" template, the colorful square that bounces up and down on the screen is not really a square at all! ES1Renderer.m (the ES2 file as well) static const GLfloat squareVertices[] = { -0.5f, -0.33f, 0.5f, -0.33f, -0.5f, 0.33f, 0.5f, 0.33f, }; But it comes out looking square on the device/simulator due to the stretching/squashing effect of a non-square viewport. I tried to fix it by fiddling with glFrustumf() but that doesn't seem to change the aspect ratio. I was able to get things looking good (not-stretched) when I fed glViewport() with a 1:1 widht:height.. But this doesn't seem like the answer because it offsets the viewport placement. What's the right way to correct for this stretching and why doesn't XCode do it that way?

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  • Cannot add an icon to Resources

    - by Stanley
    Have been inputting and testing some sample code and everything seems to be ok. Just that suddenly I am running into this very frustrating problem of trying to add an icon to the project. Have downloaded an icon file (extension : icns) to my desktop and dragged it to the "Resources" group in xCode. Then a dialogue comes up from xCode where I checked the 2 options : "Copy items into destination group's folder (if needed)" and "Recursively create groups for any added folders". But when I press the "Add" button, an "Alert" message box would come up. It says "Could not copy the icon to ...". Hope that someone knowledgable in this area would give me some hints...

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  • iPhone application build fails with "dyld: Library not loaded: /System/[...]" error? Why?

    - by Andrew J. Brehm
    For my own reasons and not for the app store I am referencing the Apple private framework Apple80211 in an iPhone app. I got the framework from an earlier version of the iPhone SDK. I added the "existing framework", verified that that absolute path to the framework is /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS4.0.sdk/System/Library/PrivateFrameworks/Apple80211.framework and tried to build the app. But the build (to device) fails with the error dyld: Library not loaded: /System/Library/PrivateFrameworks/Apple80211.framework/Apple80211 Referenced from: /var/mobile/Applications/3691587D-87AF-44EA-A505-F73D17F39B3B/iWire2.app/iWire2 Reason: image not found I cannot figure out why Xcode would look for the library in a /System path (instead of using the path given in the frameworks list) or how to change that behaviour. I tried the tricks I found here and elsewhere for similar (and identical) sitiations: Delete the myusername.* files in the xcodeproj bundle Delete the build directory Clean all targets Start new project Result is always the same. How can I add this (or a) framework to an iPhone project AND get Xcode to at least look at the library located where I point to rather than a location in /System?

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  • How to avoid Modal Storyboard infinite loop

    - by misthills
    I've written a number of iOS applications a year ago on an old version of Xcode. I've just started a new project and discovered the storyboard feature in the latest Xcode. It turns out this is perfect for the application I am writing as it consists of ~30 interlinked screens. My question is, how do I structure my storyboard and segues to allow my application to follow a circular path through my screens. I have seen a number of examples that simply segue screen 1 to screen 2 and then screen 2 to screen 1 using the modal option. This clearly works but when I debug an application built this way, it instantiates a new instance of each screen (view controller) for every segue performed. In the diagram below (apologies, I drew a nice picture but due to my newbie status, was not able to post it), how do I go from screen 1 to screen 2 to screen 3 and back to original screen 1 without creating a new instance? // Screen 1 --> Screen 2 --> Screen3 // ^ | // | | // +-------------------------+

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