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  • Centering ToggleButton Image - With No Text

    - by KickingLettuce
    Here is my ToggleButton: <ToggleButton android:id="@+id/bSmenuTopItems" android:layout_width="wrap_content" android:layout_height="48dp" android:background="@drawable/master_button_selector" android:drawableLeft="@drawable/flame_icon" /> I have no text in this image, I need a ToggleButton due to Active State. EDIT: I think question was misunderstood. There is a drawable inside the Toggle Button (flame_icon) and it is set as background. I want it to be centered. There is no Text, just an image. I need a Toggle Button because I need to have an Active State when selected. There is only drawableLeft, drawableRight, drawableTop, etc. I want a draweableMiddle that doesn't seem to exisit.

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  • iPhone to Java EE remoting

    - by Justin Simonelis
    Hi there! I was looking for some opinions on the best remote method invocation practices when developing iPhone applications that communicate with Java (java EE) servers. Many iphone applications these days typically talk to a server back end. I typically prefer to write my servers in java using some Spring libraries. So far I have not found or stuck to a definitive practice for iphone-java server communication. What are some technical solutions and libraries that you have used to implement this kind of client-server communication? One thing I always keep in mind is that I want the communication protocols to be simple so that multiple platforms can be added for example, in future adding Android and possibly Blackberry clients, that can use the same protocol to talk to the server.

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  • Not able to run my first program on anroid tablet

    - by misguided
    I am not able to run on my android tablet. I have been following the Android training link It says To run the app from Eclipse: Open one of your project's files and click Run from the toolbar. In the Run as window that appears, select Android Application and click OK. But when I do the same , I do not see anything on my Mototola xoom Tablet. I have checke dthe following link for Setting up USB drivers.As per the link , I have confirmed that device is connected When plugged in over USB, you can verify that your device is connected by executing adb devices from your SDK platform-tools/ directory. If connected, you'll see the device name listed as a "device." C:\Android\sdk\platform-tools>adb devices List of devices attached 0380610842bf5157 device Can anyone please advise where I am going wrong. What should I do to make my eclipse code run on android tablet.

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  • UNRAID V4.7: Lost write permission on Win7/Android devices

    - by JROC
    I'm currently running V4.7 and I haven't touched any of the user or share settings, and I'm periodically losing read.write permission on both my windows 7 pc and my android tablet connecting over the wireless. Sometime I can access my shares and see the folder directories, but when attempting to open a folder windows denies me access saying I don't have the proper permission. This is after I have logged in with my main account that has full read/write access of everything, same on my android device. This all started when I attempted to delete a large amount of files (8gb) to make more room and about half way through started getting permission errors. What could be causing this? Thanks

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  • UNRAID V4.7: Lost write permission on Win7/Android devices

    - by JROC
    I'm currently running V4.7 and I haven't touched any of the user or share settings, and I'm periodically losing read.write permission on both my windows 7 pc and my android tablet connecting over the wireless. Sometime I can access my shares and see the folder directories, but when attempting to open a folder windows denies me access saying I don't have the proper permission. This is after I have logged in with my main account that has full read/write access of everything, same on my android device. This all started when I attempted to delete a large amount of files (8gb) to make more room and about half way through started getting permission errors. What could be causing this? Thanks

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  • Is there an alternative to SDL 1.3 for a C++ game that should run on iOS and Android?

    - by futlib
    I've used SDL for many desktop games, always as the cross-platform glue for: Creating a window Processing input Rendering images Rendering fonts Playing sounds/music It has never disappointed me at those tasks. But when it comes to graphics, I prefer to work with the OpenGL API directly, even though all of our games are 2D. In the project I'm currently working on, I've made sure to only use the API subset supported by both OpenGL 1.3 and OpenGL 1.0, so making the thing run on Android should be easy, I thought. Turns out there is no official Android or iOS port of SDL yet. However, there's one in SDL 1.3, which is still in development. SDL 1.3 doesn't seem very appealing to me for three reasons: It's been in development for at least 4 years, and I have no idea when it will be done, not to mention stable. It's not ported to as many platforms as SDL 1.2. From what I've seen, it uses OpenGL for drawing, so I suppose the community will move away from directly using OpenGL. So I'm wondering if I should use a different library for our current project - it doesn't matter much if I need to port my existing code from SDL 1.2 to SDL 1.3 or to some other library. We're planning to release on Windows, Mac OS X, Linux, iOS and Android, so good support for these platforms is essential. Is there anything stable that does what I want?

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  • My GLSL shader isn't compiling even though it should. What should I investigate?

    - by reapz
    I'm porting an iOS game to Android. One of the shaders I'm using wouldn't compile until I reduced the number of uniform variables. Here are the uniform definitions: uniform highp mat4 ViewProjMatrix; uniform mediump vec3 LightDirWorld; uniform mediump int BoneCount; uniform highp mat4 BoneMatrixArray[8]; uniform highp mat3 BoneMatrixArrayIT[8]; uniform mediump int LightCount; uniform mediump vec3 LightPos[4]; // This used to be 12, but now 4, next lines also uniform lowp vec3 LightColour[4]; uniform mediump vec3 LightInnerOuterFalloff[4]; My issue is that the GLSL shader wouldn't compile until I reduced the count of the above arrays from 12 to 4. My understanding is that if those 3 lines were arrays of 12 then I would be using 56 vertex uniform vectors. I query the system at startup (GL_MAX_VERTEX_UNIFORM_VECTORS) and it says that 128 are available. Why wouldn't it compile with 56? I'm having issues on the Kindle Fire.

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  • UIImagePickerController Memory Leak

    - by Watson
    I am seeing a huge memory leak when using UIImagePickerController in my iPhone app. I am using standard code from the apple documents to implement the control: UIImagePickerController* imagePickerController = [[UIImagePickerController alloc] init]; imagePickerController.delegate = self; if ([UIImagePickerController isSourceTypeAvailable:UIImagePickerControllerSourceTypeCamera]) { switch (buttonIndex) { case 0: imagePickerController.sourceType = UIImagePickerControllerSourceTypeCamera; [self presentModalViewController:imagePickerController animated:YES]; break; case 1: imagePickerController.sourceType = UIImagePickerControllerSourceTypePhotoLibrary; [self presentModalViewController:imagePickerController animated:YES]; break; default: break; } } And for the cancel: -(void) imagePickerControllerDidCancel:(UIImagePickerController *)picker { [[picker parentViewController] dismissModalViewControllerAnimated: YES]; [picker release]; } The didFinishPickingMediaWithInfo callback is just as stanard, although I do not even have to pick anything to cause the leak. Here is what I see in instruments when all I do is open the UIImagePickerController, pick photo library, and press cancel, repeatedly. As you can see the memory keeps growing, and eventually this causes my iPhone app to slow down tremendously. As you can see I opened the image picker 24 times, and each time it malloc'd 128kb which was never released. Basically 3mb out of my total 6mb is never released. This memory stays leaked no matter what I do. Even after navigating away from the current controller, is remains the same. I have also implemented the picker control as a singleton with the same results. Here is what I see when I drill down into those two lines: Any help here would be greatly appreciated! Again, I do not even have to choose an image. All I do is present the controller, and press cancel. Update 1 I downloaded and ran apple's example of using the UIIMagePickerController and I see the same leak happening there when running instruments (both in simulator and on the phone). http://developer.apple.com/library/ios/#samplecode/PhotoPicker/Introduction/Intro.html%23//apple_ref/doc/uid/DTS40010196 All you have to do is hit the photo library button and hit cancel over and over, you'll see the memory keep growing. Any ideas? Update 2 I only see this problem when viewing the photo library. I can choose take photo, and open and close that one over and over, without a leak.

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  • Reverse proxy for a REST web service using ADFS/AD and WebApi

    - by Kai Friis
    I need to implement a reverse proxy for a REST webservice behind a firewall. The reverse proxy should authenticate against an enterprise ADFS 2.0 server, preferably using claims in .net 4.5. The clients will be a mix of iOS, Android and web. I’m completely new to this topic; I’ve tried to implement the service as a REST service using WebApi, WIF and the new Identity and Access control in VS 2012, with no luck. I have also tried to look into Brock Allen’s Thinktecture.IdentityModel.45, however then my head was spinning so I didn’t see the difference between it and Windows Identity Foundation with the Identity and Access control. So I think I need to step back and get some advice on how to do this. There are several ways to this, as far as I understand it. In hardware. Set up our Citrix Netscaler as a reverse proxy. I have no idea how to do that, however if it’s a good solution I can always hire someone who knows… Do it in the webserver, like IIS. I haven’t tried it; do not know if it will work. Create a web service to do it. 3.1 Implement it as a SOAP service using WCF. As I understand it ADFS do not support REST so I have to use SOAP. The problem is mobile device do not like SOAP, neither do I… However if it’s the best way, I have to do it. 3.2 Use Azure Access Control Service. It might work, however the timing is not good. Our enterprise is considering several cloud options, and us jumping on the azure wagon on our own might not be the smartest thing to do right now. However if it is the only options, we can do it. I just prefer not to use it right now. Right now I feel there are too many options, and I do not know which one will work. If someone can point me in the right directions, which path to pursue, I would be very grateful.

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  • UITableView: Handle cell selection in a mixed cell table view static and dynamic cells

    - by AlexR
    I am trying to mix dynamic and static cells in a grouped table view: I would like to get two sections with static cells at the top followed by a section of dynamic cells (please refer to the screenshot below). I have set the table view contents to static cells. Edit Based on AppleFreak's advice I have changed my code as follows: - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *CellIdentifier = @"Cell"; UITableViewCell *cell; if (indexPath.section <= 1) { // section <= 1 indicates static cells cell = [super tableView:tableView cellForRowAtIndexPath:indexPath]; } else { // section > 1 indicates dynamic cells CellIdentifier = [NSString stringWithFormat:@"section%idynamic",indexPath.section]; cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier forIndexPath:indexPath]; } return cell; } However, my app crashes with error message Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'UITableView dataSource must return a cell from tableView:cellForRowAtIndexPath:' for section 0 and row 0. The cell returned from cell = [super tableView:tableView cellForRowAtIndexPath:indexPath] for section 0 and row 0 is nil. What is wrong with my code? Could there be any problems with my outlets? I haven't set any outlets because I am subclassing UITableViewController and supposedly do not any outlets for tableview to be set (?). Any suggestions on how to better do it? Edit II I have recreated my scene in storyboard (please refer to my updated screen shot above) and rewritten the view controller in order to start from a new base. I have also read the description in Apple's forum as applefreak suggested. However, I run in my first problem with the method numberOfSectionsInTableView:tableView, in which I increment the number of static sections (two) by one. - (NSInteger)numberOfSectionsInTableView:(UITableView *)tableView { return [super numberOfSectionsInTableView:tableView] + 1 ; } The app crashed with the error message: Terminating app due to uncaught exception 'NSRangeException', reason: '* -[__NSArrayI objectAtIndex:]: index 2 beyond bounds [0 .. 1]' Why is this code not working for me even though I followed Apple's and applefreak recommendations? It is possible that the tableView has changed a bit in iOS 6? Solution: I got this to work now using AppleFreaks code sample in his answer below. Thank you, AppleFreak! Edit III: Cell Selection: How can I handle cell selection in a mixed (dynamic and static cells) cell table view? When do I call super and when do I call self tableView? When I use [[super tableView] selectRowAtIndexPath:indexPath animated:NO scrollPosition:UITableViewScrollPositionNone] and try to check for the selected index paths with: UITableView *tableView = [super tableView]; if ( [[tableView indexPathForSelectedRow] isEqual:customGrowthIndexPath] ) { .. } I get an return value of nil. As I can't find the source of my error, I really would appreciate your help

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  • Phonegap web view thinks device screen taller than it is - results in offscreen tabbar

    - by Stin
    I have a jQTouch application loaded via server, so all I need to do is display the webpage full screen in PhoneGap for a faux-Native app. Unfortunatley each solution I've tried in PhoneGap has an issue: it thinks the screen size is taller than it is. This resuls in the tabbar that is pinned to the bottom being permantly offscreen and there fore unusable. You should be able to recreate this with my code below and going to the iTabbar online demo. Any thoughts on how to correct this issue? For background, going to the app page in iOS safari works fine, as well as saving the page to the home screen. In both cases the webview stops at the bottom of the screen and the tabbar is therefore viewable. Also, I'm using build.phonegap.com to compile (I'm not compiling locally) I've tried two methods: load the childBrowser plugin and call up the page (with navbar hidden via options) set the following config.xml parameter to prevent phonegap from switching to Safari, and then just load the link (preferable as it's cleaner in my mind. I've pasted my index.html and config.xml below) Details on the config.xml paramater: Open all links in WebView stay-in-webview with values true or false example: <preference name="stay-in-webview" value="true" /> if set to true, all links (even with target set to blank) will open in the app's webview only use this preference if you want pages from your server to take over your entire app default is false (Source: https://build.phonegap.com/docs/config-xml) my index.html: <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd"> <html> <head> <meta http-equiv="Content-type" content="text/html;charset=utf-8"> <title>MyApp</title> <script src="phonegap.js"></script> </head> <body> <p><a href="http://www.itabbar.com/itabbar/demo.html#home">Launch iTabbar</a></p> </body> </html> my config.xml: <?xml version="1.0" encoding="UTF-8" ?> <widget xmlns = "http://www.w3.org/ns/widgets" xmlns:gap = "http://phonegap.com/ns/1.0" id = "com.phonegap.myapp" versionCode="10" version = "1.0.0"> <!-- versionCode is optional and Android only --> <name>MyApp</name> <description> My app is... </description> <author href="https://myurl.com" email="[email protected]"> me </author> <preference name="stay-in-webview" value="true" /> </widget>

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  • Modify audio pitch of recorded clip (m4v)

    - by devcube
    I'm writing an app in which I'm trying to change the pitch of the audio when I'm recording a movie (.m4v). Or by modifying the audio pitch of the movie afterwards. I want the end result to be a movie (.m4v) that has the original length (i.e. same visual as original) but with modified sound pitch, e.g. a "chipmunk voice". A realtime conversion is to prefer if possible. I've read alot about changing audio pitch in iOS but most examples focus on playback, i.e. playing the sound with a different pitch. In my app I'm recording a movie (.m4v / AVFileTypeQuickTimeMovie) and saving it using standard AVAssetWriter. When saving the movie I have access to the following elements where I've tried to manipulate the audio (e.g. modify the pitch): audio buffer (CMSampleBufferRef) audio input writer (AVAssetWriterAudioInput) audio input writer options (e.g. AVNumberOfChannelsKey, AVSampleRateKey, AVChannelLayoutKey) asset writer (AVAssetWriter) I've tried to hook into the above objects to modify the audio pitch, but without success. I've also tried with Dirac as described here: Real Time Pitch Change In iPhone Using Dirac And OpenAL with AL_PITCH as described here: Piping output from OpenAL into a buffer And the "BASS" library from un4seen: Change Pitch/Tempo In Realtime I haven't found success with any of the above libs, most likely because I don't really know how to use them, and where to hook them into the audio saving code. There seems to be alot of librarys that have similar effects but focuses on playback or custom recording code. I want to manipulate the audio stream I've already got (AVAssetWriterAudioInput) or modify the saved movie clip (.m4v). I want the video to be unmodifed visually, i.e. played at the same speed. But I want the audio to go faster (like a chipmunk) or slower (like a ... monster? :)). Do you have any suggestions how I can modify the pitch in either real time (when recording the movie) or afterwards by converting the entire movie (.m4v file)? Should I look further into Dirac, OpenAL, SoundTouch, BASS or some other library? I want to be able to share the movie to others with modified audio, that's the reason I can't rely on modifying the pitch for playback only. Any help is appreciated, thanks!

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  • GLKit Memory Leak copywithZone

    - by TommyT39
    Running the instruments utility against the game I'm writing shows a bunch of memory leaks related to copy with Zone when I cycle through an array and draw some simple cube objects. Im not sure the best way to track this down as I'm new to OpenGL programming. My program is using ARC and is set to build for IOS 5. I am initializing GLKit to use OPenGl 2.0 and using the BafeEffect so I don't have to write my own shaders etc.. This shouldn't be rocket science. Im guessing that I must be not releasing something within the draw function. Below is the code to my draw function. Could you guys take a look and see if anything stands out as the problem? One other thing to note is that I'm using 15 different textures, the cubes can be 1 of 15 different ones. I have a property set on the cube class for the texture and I set it as I create the cube in there array. But I do load all 15 when my programs view did load starts.They are small .jps files that are less than 75k each and each cube uses the same texture all the way around so shouldn't be too big of an issue. Here is the code to my draw function: - (void)draw { GLKMatrix4 xRotationMatrix = GLKMatrix4MakeXRotation(rotation.x); GLKMatrix4 yRotationMatrix = GLKMatrix4MakeYRotation(rotation.y); GLKMatrix4 zRotationMatrix = GLKMatrix4MakeZRotation(rotation.z); GLKMatrix4 scaleMatrix = GLKMatrix4MakeScale(scale.x, scale.y, scale.z); GLKMatrix4 translateMatrix = GLKMatrix4MakeTranslation(position.x, position.y, position.z); GLKMatrix4 modelMatrix = GLKMatrix4Multiply(translateMatrix,GLKMatrix4Multiply(scaleMatrix,GLKMatrix4Multiply(zRotationMatrix, GLKMatrix4Multiply(yRotationMatrix, xRotationMatrix)))); GLKMatrix4 viewMatrix = GLKMatrix4MakeLookAt(0, 0, 1, 0, 0, -5, 0, 1, 0); effect.transform.modelviewMatrix = GLKMatrix4Multiply(viewMatrix, modelMatrix); effect.transform.projectionMatrix = GLKMatrix4MakePerspective(0.125*M_TAU, 1.0, 2, 0); effect.texture2d0.name = wallTexture.name; [effect prepareToDraw]; glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glEnableVertexAttribArray(GLKVertexAttribPosition); glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 0, triangleVertices); glEnableVertexAttribArray(GLKVertexAttribTexCoord0); glVertexAttribPointer(GLKVertexAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, 0, textureCoordinates); glDrawArrays(GL_TRIANGLES, 0, 18); glDisableVertexAttribArray(GLKVertexAttribPosition); glDisableVertexAttribArray(GLKVertexAttribTexCoord0); }

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  • Memory issues - Living vs. overall -> app is killed

    - by D33
    I'm trying to check my applications memory issues in Instruments. When I load the application I play some sounds and show some animations in UIImageViews. To save some memory I load the sounds only when I need it and when I stop playing it I free it from the memory. problem 1: My application is using about 5.5MB of Living memory. BUT The Overall section is growing after start to 20MB and then it's slowly growing (about 100kB/sec). But responsible Library is OpenAL (OAL::Buffer), dyld (_dyld_start)-I am not sure what this really is, and some other stuff like ft_mem_qrealloc, CGFontStrikeSetValue, … problem 2: When the overall section breaks about 30MB, application crashes (is killed). According to the facts I already read about overall memory, it means then my all allocations and deallocation is about 30MB. But I don't really see the problem. When I need some sound for example I load it to the memory and when I don't need it anymore I release it. But that means when I load 1MB sound, this operation increase overall memory usage with 2MB. Am I right? And when I load 10 sounds my app crashes just because the fact my overall is too high even living is still low??? I am very confused about it. Could someone please help me clear it up? (I am on iOS 5 and using ARC) SOME CODE: creating the sound OpenAL: MYOpenALSound *sound = [[MyOpenALSound alloc] initWithSoundFile:filename willRepeat:NO]; if(!sound) return; [soundDictionary addObject:sound]; playing: [sound play]; dispatch_after(dispatch_time(DISPATCH_TIME_NOW, ((sound.duration * sound.pitch) + 0.1) * NSEC_PER_SEC), dispatch_get_current_queue(), ^{ [soundDictionary removeObjectForKey:[NSNumber numberWithInt:soundID]]; }); } creating the sound with AVAudioPlayer: [musics replaceObjectAtIndex:ID_MUSIC_MAP withObject:[[Music alloc] initWithFilename:@"mapMusic.mp3" andWillRepeat:YES]]; pom = [musics objectAtIndex:musicID]; [pom playMusic]; and stop and free it: [musics replaceObjectAtIndex:ID_MUSIC_MAP withObject:[NSNull null]]; AND IMAGE ANIMATIONS: I load images from big PNG file (this is realated also to my other topic : Memory warning - UIImageView and its animations) I have few UIImageViews and by time I'm setting animation arrays to play Animations... UIImage *source = [[UIImage alloc] initWithCGImage:[[UIImage imageNamed:@"imageSource.png"] CGImage]]; cutRect = CGRectMake(0*dimForImg.width,1*dimForImg.height,dimForImg.width,dimForImg.height); image1 = [[UIImage alloc] initWithCGImage:CGImageCreateWithImageInRect([source CGImage], cutRect)]; cutRect = CGRectMake(1*dimForImg.width,1*dimForImg.height,dimForImg.width,dimForImg.height); ... image12 = [[UIImage alloc] initWithCGImage:CGImageCreateWithImageInRect([source CGImage], cutRect)]; NSArray *images = [[NSArray alloc] initWithObjects:image1, image2, image3, image4, image5, image6, image7, image8, image9, image10, image11, image12, image12, image12, nil]; and this array I just use simply like : myUIImageView.animationImages = images, ... duration -> startAnimating

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  • What alternatives do I have for source control and does GIT does that?

    - by RubberDuck
    I work as a freelancer programmer for some clients and also create apps for myself. When I work for myself, obviously I work alone. I generally don't work in a linear way. My big problems today are: I have a lot of apps that use the same classes I have developed; In the past, I put all these common classes on a directory outside all projects and included them on my apps using absolute paths, but this method sucks because by accident (if you forget) you may change a path or the disk and all projects are broken. Then I decided to copy those classes to my projects every time. Because the majority of these classes do not change frequently, I am relatively ok, but when they change, I am in hell; When I change one of these classes I have to propagate the changes to all other apps using copies of them. I have also tried to create frameworks but thanks to Apple, I cannot create frameworks for iOS and have to create libraries and bundles and create a nightmare of paths from one to the other and to the project to make that sh!t works. So, I am done with frameworks/libraries on Xcode until Xcode is a decent IDE. So, I see I need something better to manage my source code. What I need is this (I never used GIT on Xcode. I have read Apple docs but I still have these points): does git locally on Xcode allows me to deal with assets or just code? Can I have the equivalent of a "framework" (code + assets) managed by git locally? Can an entire xcodeproj be managed as a unity? I mean, Suppose I have a xcodeproj created and want GIT to manage it. How do I enable git on a project that was created without it and start designating files for management. (I have enabled git on Xcode's preferences, but all source control menu is grayed out). Is git the best option? Do I have another? Remember that my main condition is that the files should stay on the local computer. Please save me (I am a bit dramatic today). Thanks.

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  • iPad web app: Prevent input focus AFTER ajax call

    - by Mike Barwick
    So I've read around and can't for the life of me figure out of to solve my issue effectively. In short, I have a web app built for the iPad - which works as it should. However, I have an Ajax form which also submits as it should. But, after the callback and I clear/reset my form, the "iPad" automatically focuses on an input and opens the keyboard again. This is far from ideal. I managed to hack my way around it, but it's still not perfect. The code below is run on my ajax callback, which works - except there's still a flash of the keyboard quickly opening and closing. Note, my code won't work unless I use setTimeout. Also, from my understanding, document.activeElement.blur(); only works when there's a click event, so I triggered one via js. IN OTHER WORDS, HOW DO I PREVENT THE KEYBOARD FROM REOPENING AFTER AJAX CALL ON WEB APP? PS: Ajax call works fine and doesn't open the keyboard in Safari on the iPad, just web app mode. Here's my code: hideKeyboard: function () { // iOS web app only, iPad IS_IPAD = navigator.userAgent.match(/iPad/i) != null; if (IS_IPAD) { $(window).one('click', function () { document.activeElement.blur(); }); setTimeout(function () { $(window).trigger('click'); }, 500); } } Maybe it's related to how I'm clearing my forms, so here's that code. Note, all inputs have tabindex="-1" as well. clearForm: function () { // text, textarea, etc $('#campaign-form-wrap > form')[0].reset(); // checkboxes $('input[type="checkbox"]').removeAttr('checked'); $('#campaign-form-wrap > form span.custom.checkbox').removeClass('checked'); // radio inputs $('input[type="radio"]').removeAttr('checked'); $('#campaign-form-wrap > form span.custom.radio').removeClass('checked'); // selects $('form.custom .user-generated-field select').each(function () { var selection = $(this).find('option:first').text(), labelFor = $(this).attr('name'), label = $('[for="' + labelFor + '"]'); label.find('.selection-choice').html(selection); }); optin.hideKeyboard(); }

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  • GKSession sendDataToAllPeers getting invalid parameter

    - by cb4
    This is my first post and I wanted to start it by thanking the many stackoverflow contributors who will never know how much they helped me out these past several days as I worked to complete my first iOS app. I am indebted to them and to this site for giving them a place to post. To 'pay off' some of that debt, I hope this will help others as I have been helped... So, my app uses the GKPeerPickerController to make a connection to a 2nd device. Once connected, the devices can send text messages to each other. The receiving peer has the message displayed in a UIAlertView. Everything was working fine. Then I decided to experiment with locations and added code to get the current location. I convert it into latitude & longitude in degrees, minutes, and seconds and put them into one NSString. I added a button to my storyboard called 'Send Location' which, when tapped, sends the location to the connected peer. This is where I ran into the problem. Both the send text and send location methods call the sendPacket method with a NSString. sendPacket converts the string to NSData and calls sendDataToAllPeers. When I learned how to capture the error, it was "Invalid parameter for - sendDataToAllPeers:withDataMode:error:". [.....pause.....] Well, this was going to be a question but in writing all this to explain the problem, the answer just dawned on me. Did a few tests and verified it now works. The issue was not in sendDataToAllPeers, it was in the conversion of the NSString (strToSend) to NSData: packet = [strToSend dataUsingEncoding:NSASCIIStringEncoding]; Specifically, it was the degree sign character (little circle, ASCII 176). NSASCIIStringEncoding only includes ASCII characters up to 127 so don't use any above that. I'm sure there was a quicker way to find the problem, but I don't know Objective-C or Xcode's debugging facility well enough yet. Whew! Several hours to discover that little tidbit. I did learn a lot, though, and that's always a good thing!

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  • Why is mesh baking causing huge performance spikes?

    - by jellyfication
    A couple of seconds into the gameplay on my Android device, I see huge performance spikes caused by "Mesh.Bake Scaled Mesh PhysX CollisionData" In my game, a whole level is a parent object containing multiple ridigbodies with mesh colliders. Every FixedUpdate(), my parent object rotates around the player. Rotating the world causes mesh scaling. Here is the code that handles world rotation. private void Update() { input.update(); Vector3 currentInput = input.GetDirection(); worldParent.rotation = initialRotation; worldParent.DetachChildren(); worldParent.position = transform.position; world.parent = worldParent; worldParent.Rotate(Vector3.right, currentInput.x * 50f); worldParent.Rotate(Vector3.forward, currentInput.z * 50f); } How can I get rid of mesh scaling ? Mesh.Bake physx seems to take effect after some time, is it possible to disable this function ? The profiler looks like this: Bottom-left panel shows data before spikes, the right after

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  • Eclipse Check for Updates issue

    - by Nicholas Ryan Bowers
    I install Eclipse from the Software Center so it links up and will be updated with the rest of my software. Because I am developing for Android, however, I have to install the ADT Plugin within Eclipse by going to Help Install new software (or something to that effect). Now, I do understand that I can update Eclipse through the actual Ubuntu software center/system, but in order to update plugins and extensions within Eclipse, I have to go to Help Check for Updates (which then scans all plugins for updates). The only issue, is that when I installed through the software center, the owner became root, and whenever I run it without root, I'm not able to update - I get the error message "Insufficient access privileges to apply this update." When I run it as root, all of my plugins disappear, because I guess I installed them as myself, not as root. I tried to install the plugins as root, but the Install New Software choice would not work. Ubuntu 12.04 and Eclipse 3.7.2-1

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  • I tried to transplant the wireless_tools to Android4.0 system, but I have a problem with Java

    - by Chen Guoli
    My Linux system is Ubuntu Kylin, a new branch of Ubuntu spreading mainly in China. I have changed some files, such as wireless.22.h, ifrename.c and iwlib.h, in wireless_tools.29/ which is located in Android4.0 root directory. Then I followed these steps: $ cd ~/Android4.0 $ su $[key](change to root) root# source build/envsetup.sh root# cd ~/Android4.0/wireless_tools.2.9/ root# mm Then I got a message telling me that: Your version is: java version "1.7.0_21". The correct version is: Java SE 1.6. Then I did as How can I uninstall my current java and install sun java 1.6 The java was installed successfully, but when i tried mm again: Your version is: java version "1.6.0_27". The correct version is: Java SE 1.6. Then I tried https://source.android.com/source/initializing.html , but it didn't work. How can I install "java SE 1.6." correctly?

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  • Nexus 7 (4.2.2) stuck as read-only on Ubuntu 13.04 (PC)

    - by Dalladubb
    I have a Nexus 7 running the latest Android (4.2.2) that seems to be stuck as read-only. I cannot transfer any files to or from the device though I am free to look through it. Permissions are: View Content: Only Owner Change Content: Nobody Access Content: Nobody And when I try to change the permission I get this error: Operation not supported by backend I'm baffled. This is a stock install of Ubuntu on my PC and the install isn't that old. Am I missing a lib or something? I feel the need to say it works fine on Windows 7. Thanks for looking.

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  • Scaling and new coordinates based off screen resolution

    - by Atticus
    I'm trying to deal with different resolutions on Android devices. Say I have a sprite at X,Y and dimensions W,H. I understand how to properly scale the width and heigh dimensions depending on the screen size, but I am not sure how to properly reposition this sprite so that it exists in the same area that it should. If I simply resize the width and heigh and keep X,Y at the same coordinates, things don't scale well. How do I properly reposition? Multiply the coordinates by the scale as well?

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  • Poor mobile performance when running from Eclipse

    - by Yajirobe_LOL
    So after weeks of thinking my rendering code was bad, I accidentally discovered the following: Running my game on a Nexus S From Eclipse (Debug as - Android application): 12fps From the device while still attached to USB (getting log info in Eclipse still): 24fps From the device while not attached via USB: 56fps I was wondering if anyone else has issues like this? I mean, the problem really isn't a problem since the final release build will likely have good performance, but for the time being I don't want to have to keep (un)plugging my device in and out when testing code all day long. Is there some remedy for this or does anyone have any input/advice? Thanks.

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  • UDP Code client server architecture

    - by GameBuilder
    Hi I have developed a game on android.Now I want to play it on wifi or 3G. I have game packets which i want to send it form client(mobile) to server then to another client2(mobile). I don't know how to write code in Java to send the playPackets continuously to server and receive the playPacket continuously from the server to the clients. I guess i have to use two thread one for sending and one for receiving. Can someone help me with the code, or the procedure to write code for it. Thanks in advance.

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