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  • What happens to an ad hoc installed iPhone/iPad app when a new iTunes profile is synced against?

    - by user363100
    I'm currently involved in a project where a number of iPads loaded with a special app are given away to a number of people at a certain event. Both because of time constraints as well as our desire to give these people a really exclusive app, we decided to prepare these devices using ad hoc installs of the app. What will happen to the app when the recipients of the device decide to sync it with their existing iTunes account instead one of our "recipient x" accounts?

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  • Safari on the iPhone & iPad gives colour feedback on touch, I want to stop this.

    - by Owen
    Clicking on an element which has a Javascript handler makes the element go have a 'grey overlay'. This is normally fine but I'm using event delegation to handle the touchdown events of many child elements. Because of the delegation the 'grey overlay' is appearing over the parent element and looks bad and confusing. I could attach event handlers to the individual elements to avoid the problem but this would be computationally very wasteful. I'd rather have some webkit css property that I can override to turn it off. I already have visual feedback in my app so the 'grey overlay' is not needed. Any ideas?

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  • Using UIImageViews for 'pages' in an iPhone/iPad storybook app?

    - by outtoplayinc
    I'm new to iPhone programming, and well, what seems obvious to me may seem silly to a seasoned coder. I did a few 'switching views' tutorials on Youtube, and basically, they seems to work nicely for adding pages to a storybook type app. You add a UIViewController and associated view for each page. My question is would this become insanely slow, or a memory hog if I continued this method for say....35+ pages? Each page would also have a sound file associated with it that would play narration when a page load and stops when we leave. Basically, think of a powerpoint type app, with sound, possibly animated image elements, next & back buttons. I'm probably thinking of this very simplistically, but that's where my experience is at for the moment. Any insight or tips as to better and or more efficient ways to proceed would be greatly appreciated.

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  • How to increase Size of PhotoLibrary View in iPad?

    - by Shreedhar
    Folwing code is to pop photoLibrary videoPicker = [[UIImagePickerController alloc] init]; videoPicker.delegate = self; videoPicker.sourceType = UIImagePickerControllerSourceTypePhotoLibrary; videoPicker.mediaTypes = [NSArray arrayWithObjects:(NSString *) kUTTypeImage,(NSString *)kUTTypeMovie,nil]; videoPicker.allowsEditing = YES;; pop = [[UIPopoverController alloc]initWithContentViewController:videoPicker]; pop.popoverContentSize = CGSizeMake(500, 900); [pop setDelegate:self]; [pop presentPopoverFromRect:[sender frame] inView:self.view permittedArrowDirections:UIPopoverArrowDirectionDown animated:YES]; [videoPicker release]; How to increase the photoLibrary view(width X height) on pop?

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  • What's the proper size of Default png's for iPad?

    - by David John
    I am confused by conflicting information. Most commonly I see these being the sizes quoted for the various Default images: Launch image Portrait Default-Portrait.png 768 x 1004 Launch image Portrait [email protected] 1536 x 2008 Launch image Landscape [email protected] 2048 x 1496 Launch image Landscape Default-Landscape.png 1024 x 748 Seemed like slightly unusual sizes, but I went along with it and dragged the images into the Launch images section in XCode. XCode however promptly puts little yellow triangles over these images and tell me that the sizes should be: 768x1024, 1536x2048, 1024x768 and 2048x1536 Oh and one last important bit. Do I really need to have all these images for submission to the app store? It's really not clear which images are required and which are just recommended. Mine is a Universal app btw if that makes any difference.

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  • NSMutableURLRequest returns null on real device, while returning image on simulator

    - by Yanchi
    I was testing my app that I've been working on for past 2 months. Basically it requests for JSON, that contains info about items. One field of JSON file is image_url. When I want to display this image, I need to download it from another server, that needs additional credentials. So it goes like this- In my cellForRowAtIndexPath I'm doing NSDictionary *aucdict = [jsonAukResults objectAtIndex:indexPath.row]; NSURL *imageURL = [NSURL URLWithString:[aucdict objectForKey:@"img_url"]]; NSString *authPString = [[[NSString stringWithFormat:@"login:password"]dataUsingEncoding:NSUTF8StringEncoding] base64EncodedString]; NSString *verifPString = [NSString stringWithFormat:@"Image %@",authPString]; NSMutableURLRequest *Prequest = [[NSMutableURLRequest alloc] initWithURL:imageURL]; [Prequest setValue:verifPString forHTTPHeaderField:@"Authorization"]; NSError *error = nil; NSURLResponse *resp = nil; NSData *picresult = [NSURLConnection sendSynchronousRequest:Prequest returningResponse:&resp error:&error]; UIImage *imageLoad = [[UIImage alloc] initWithData:picresult]; Now, I just obscured credentials (they are not login:password :)). My problem is, that right now, I get 3 items. All 3 have image on same server. I can get two of them with this code no problem. However third one is problematic, I always get (NULL) imageLoad. On my simulator, everything works fine, I get all 3 pictures. On real device I get error. I tried to NSURLConnection with error and response so I could debug better. This is what I got in my error. Printing description of error: Error Domain=NSURLErrorDomain Code=-1202 "The certificate for this server is invalid. You might be connecting to a server that is pretending to be “server name” which could put your confidential information at risk." UserInfo=0x1e5a3080 {NSErrorFailingURLStringKey=pictureLink.jpg, NSLocalizedRecoverySuggestion=Would you like to connect to the server anyway?, NSErrorFailingURLKey=pictureLink.jpg, NSLocalizedDescription=The certificate for this server is invalid. You might be connecting to a server that is pretending to be “server name” which could put your confidential information at risk., NSUnderlyingError=0x1e5a30e0 "The certificate for this server is invalid. You might be connecting to a server that is pretending to be “server name” which could put your confidential information at risk.", NSURLErrorFailingURLPeerTrustErrorKey=} I dont use SSL so Im really confused as what could cause this error. Btw, everything worked fine until now (this is my initial screen, so it's been done for good month and a half). Now I started to do graphics and this problem popped up :(

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  • 3g/4g compatibility

    - by terrani
    Hi, I am looking for buying Ipad wifi + 3g, but I just heard about 4g. 4g is coming to Verzion very soon. If I buy ipad wifi + 3g now, am I going to able to use 4g with it??

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  • How can I develop for Safari 6 without buying a mac?

    - by Urbycoz
    I've always found that just developing in Windows, and using Safari for Windows has been sufficient. However, Safari 6 has now been released, and I've got at least one user who has contacted me, saying he's experienced problems with one of my sites on his new ipad. The trouble is that Safari for Windows only goes up to 5.1.7. Do I have to go out and buy a new mac/ipad/iphone in order to test my code, or is there another way?

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  • iPhone Simulator chrashes in NSKeyedUnarchiver after setting base SDK

    - by Florian
    Hi! I started a project in xcode (3.2 on snow leopard) with base sdk 3.1.2. Now I changed this setting to 3.0 and it compiles without a warning. There are no problems running the app on the device, but the simulator crashes on launch every time with the following exception: Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '[NSKeyedUnarchiver initForReadingWithData:]: incomprehensible archive (0x4e, 0x49, 0x42, 0x41, 0x72, 0x63, 0x68, 0x69)' I do not use the NSKeyedUnarchiver, so why is the app trying to call it? And what archive is incomprehensible? I reset the simulator before building, so there are no userDefaults or anything else around. Thanks for your help!

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  • dismissModalViewControllerAnimated: crashes in Simulator but not on phone

    - by Jon
    I'm doing the following: [self.parentViewController dismissModalViewControllerAnimated:YES] This code fails using the Simulator but works with no issues on the phone itself. The Simulator's console shows no erros. I used NSLog statements to pinpoint this line of code as the culprit. When running on the phone, however, the console(windoworganizer) shows that the above code is executed and the application proceeds forward with no problem. When running the code in debugger, the following statement appears at the bottom of the Xcode debug window: GDB: Data Formatters temporarily unavailable, will re-try after a 'continue'. (Not safe to call dlopen at this time.) Then a window dispalys stating: Loading 43672 stack frames. (that sounds bad) In the debug window the following line appears numerous times: [UIView(Hierarchy) _makeSubtreePerformSelector:withObject:withObject:copySublayers:] Without getting too deep into my code, does anyone know about or have experience with this type of condition? Thanks

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  • Debuging to simulator crashes with "exited with status 5" unless I have breakpoint

    - by tigermain
    For some reason the app I am working on has very bad PMT! Literally! Most of the time I cannot debug using the simulator without putting a breakpoint in my AppDelegate. If I don't it exists with "status 5". If I put a break point in and simple continue it works perfectly well, it also works if I run the app in the simulator when not connected to the GDB. I have tried the source on a second machine with exactly the same results. I dont have this issue building to the device?!?!?! Thanks

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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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  • Debuging to simulator crashes with "exited with status 5" unless I debug

    - by tigermain
    For some reason the app I am working on has very bad PMT! Literally! Most of the time I cannot debug using the simulator without putting a breakpoint in my AppDelegate. If I don't it exists with "status 5". If I put a break point in and simple continue it works perfectly well, it also works if I run the app in the simulator when not connected to the GDB. I have tried the source on a second machine with exactly the same results. I dont have this issue building to the device?!?!?! Thanks

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  • iOS6 Twitter integration

    - by Peter Warbo
    There seems to be a difference between the iPhone simulator and actual device when checking if Twitter is available. I check if a Twitter account is setup by using this code: [SLComposeViewController isAvailableForServiceType:SLServiceTypeTwitter]; In the simulator there is a nice UIAlertView informing the user that there are no Twitter accounts setup and two buttons one for Settings and one for Cancel. However when I run my app on my device it will not show the above UIAlertView. Why is that? And how can I catch what button is tapped in the above UIAlertView (since I did not instantiate it?) This is what it looks like on the simulator:

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  • HTG Explains: Just How Bad Are Android Tablet Apps?

    - by Chris Hoffman
    Apple loves to criticize the state of Android tablet apps when pushing its own iPad tablets. But just how bad is the Android tablet app situation? Should you avoid Android tablets like the Nexus 7 because of the apps? It’s clear that Apple’s iPad is way ahead when it comes to the sheer quantity of tablet-optimized apps. It’s also clear that some popular apps — particularly touch-optimized games — only show up on iPad. But that’s not the whole story. The Basics First, let’s get an idea of the basic stuff that will work well for you on Android. An excellent web browser. Chrome has struggled with performance on Android, but hits its stride on the Nexus 7 (2013). Great, tablet-optimized apps for all of Google’s services, from YouTube to Gmail and Google Maps. Everything you need for reading, from Amazon’s Kindle app for eBooks, Flipboard and Feedly for new articles from websites, and other services like the popular Pocket read-it-later service. Apps for most popular media services, from Netflix, Hulu, and YouTube for videos to Pandora, Spotify, and Rdio for music. A few things aren’t available — you won’t find Apple’s iTunes and Amazon still doesn’t offer an Amazon Instant Video app for Android, while they do for iPad and even their own Android-based Kindle Fire devices. Android has very good app coverage when it comes to consuming content, whether you’re reading websites and ebooks or watching videos and listening to music. You can play almost any Android smartphone game, too. For content consumption, Android is better than something like Windows 8, which lacks apps for Google services like YouTube and still doesn’t have apps for popular media services like Spotify and Rdio. How Android Scales Smartphone Apps Let’s look at how Android scales smartphone apps. Now, bear with us here — we know “scaling” is a dirty word considering how poorly Apple’s iPad scales iPhone apps, but it’s not as bad on Android. When an iPad runs an iPhone app, it simply doubles the pixels and effectively zooms in. For example, if you had  Twitter app with five tweets visible at once on an iPhone and ran the same app on an iPad, the iPad would simply “zoom in” and enlarge the same screen — you’d still see five tweets, but each tweet would appear larger. This is why developers create optimized iPad apps with their own interfaces. It’s especially important on Apple’s iOS. Android devices come in all shapes and sizes, so Android apps have a smarter, more intelligent way to adapt to different screen sizes. Let’s say you have a Twitter app designed for smartphones and it only shows five tweets at once when run on a phone. If you ran the same app on a tablet, you wouldn’t see the same five tweets — you’d see ten or more tweets. Rather than simply zooming in, the app can show more content at the same time on a tablet, even if it was never optimized for tablet-size screens. While apps designed for smartphones aren’t generally ideal, they adapt much better on Android than they do on an iPad. This is particularly true when it comes to games. You’re capable of playing almost any Android smartphone game on an Android tablet, and games generally adapt very well to the larger screen. This gives you access to a huge catalog of games. It’s a great option to have, especially when you look at Microsoft’s Window 8 and consider how much better the touch-based app and game selection would be if Microsoft allowed its users to run Windows Phone games on Windows 8. 7-inch vs 10-inch Tablets The Twitter example above wasn’t just an example. The official Twitter app for Android still doesn’t have a tablet-optimized interface, so this is the sort of situation you’d have to deal with on an Android tablet. On the popular Nexus 7, Twitter is an example of a smartphone app that actually works fairly well — in portrait mode, you can see many more tweets on screen at the same time and none of the space really feels all that wasted. This is important to consider — smartphone apps like Twitter often scale quite well to 7-inch screens because a 7-inch screen is much closer in form factor to a smartphone than a 10-inch screen is. When you begin to look at 10-inch Android tablets that are the same size as an iPad, the situation changes. While the Twitter app works well enough on a Nexus 7, it looks horrible on a Nexus 10 or other 10-inch tablet. Running many smartphone-designed apps — possible with the exception of games — on a 10-inch tablet is a frustrating, poor experience. There’s much more white, empty space in the interface. It feels like you’re using a smartphone app on a large screen, and what’s the point of that? A tablet-optimized Twitter app for Android is finally on its way, but this same situation will repeat with many other types of apps. For example, Facebook doesn’t offer a tablet-optimized interface, but it’s okay on a Nexus 7 anyway. On a 10-inch screen, it probably wouldn’t be anywhere near as nice an experience. It goes without saying that Facebook and Twitter both offer iPad apps with interfaces designed for a tablet-size screen. Here’s another problematic app — the official Yelp app for Android. Even just using it on a 7-inch Nexus 7 will be a poor experience, while it would be much worse on a larger 10-inch tablet app. Now, it’s true that many — maybe even most — of the popular apps you might want to run today are optimized for Android tablets. But, when you look at the situation when it comes to popular apps like Twitter, Facebook, and Yelp, it’s clear Android is still behind in a meaningful way. Price Let’s be honest. The thing that really makes Android tablets compelling — and the only reason Android tablets started seeing real traction after years of almost complete dominance by Apple’s iPads — is that Android tablets are available for so much cheaper than iPads. Google’s latest Nexus 7 (2013) is available for only $230. Apple’s non-retina iPad Mini is available at $300, which is already $70 more. In spite of that, the iPad Mini has much older, slower internals and a much lower resolution screen. It’s not as nice to look at when it comes to reading or watching movies, and the iPad Mini reportedly struggles to run Apple’s latest iOS 7. In contrast, the new Nexus 7 has a very high resolution screen, speedy internals, and runs Android very well with little-to-no lag in real use. We haven’t had any problems with it, unlike all the problems we unfortunately encountered with the first Nexus 7. For a really comparable experience to the current Nexus 7, you’d want to get one of Apple’s new retina iPad Minis. That would cost you $400, another $170 over the Nexus 7. In fact, it’s possible to regularly find sales on the Nexus 7, so if you waited you could get it for just $200 — half the price of the iPad mini with a comparable screen and internals. (In fairness, the iPad certainly has better hardware — but you won’t feel if it you’re just using your tablet to browse the web, watch videos, and do other typical tablet things.) This makes a tablet like the popular Nexus 7 a very good option for budget-conscious users who just want a high-quality device they can use to browse the web, watch videos, play games, and generally do light computing. There’s a reason we’re focusing on the Nexus 7 here. The combination of price and size brings it to a very good place. It’s awfully cheap for the high-quality experience you get, and the 7-inch screen means that even the non-tablet-optimized apps you may stumble across will often work fairly well. On the other hand, more expensive 10-inch Android tablets are still a tougher sell. For $400-$500, you’re getting awfully close to Apple’s full-size iPad price range and Android tablets don’t have as good an app ecosystem as an iPad. It’s hard to recommend an expensive, 10-inch Android tablet over a full-size iPad to average users. In summary, the Android app tablet app situation is nowhere near as bad as it was a few years ago. The success of the Nexus 7 proves that Android tablets can be compelling experiences, and there are a wide variety of strong apps. That said, more expensive 10-inch Android tablets that compete directly with the full-size iPad on price still don’t make much sense for most people.  Unless you have a specific reason for preferring an Android tablet, it’s tough not to recommend an iPad if you’re looking at spending $400+ on a 10-inch tablet. Image Credit: Christian Ghanime on Flickr, Christian Ghanime on Flickr     

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  • Info on UIDeviceFamily key in Info.plist

    - by dbv
    The iPad programming guide says I have to include the UIDeviceFamily key in Info.plist. It also says that the transitioning a target to iPad should have added the key. It didn't. I tried creating blank projects, both iPad-only and universal, and neither got that key. Google comes up short too. What's the story on this mysterious key? The simulator doesn't mind the fact it's missing.

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

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

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  • some PDF's to iPhones via ActiveSync are corrupt

    - by longneck
    we have two server applications (one .NET/ASP web app, the other a native Windows app) that generate PDF's that are then emailed to our users on Exchange 2010. the apps deliver the emails to the Exchange server via SMTP, and our iPhone/iPad users receive their email via activesync. pretty much all of the PDF's generated by the web app and many of the PDF's generated by the Windows app fail to open on an iPhone or iPad. tapping the attachment shows the screen that would display the PDF with the name of the file at the top but the bottom of the screen is completely grey. one thing i have figured out is that the attachment on the iPad is uuencoded. forwarding the attachment to another email address shows the uuencoded format. here's a sample: begin 600 unknown M)5!$1BTQ+C0-)>+CS],-"C8@,"!O8FH\/"](6S8U-B`Q-#A=+TQI;F5A<FEZ M960@,2]%(#DQ-#8O3"`Q,S`Q.2].(#$O3R`Y+U0@,3(X-3,^/@UE;F1O8FH- ---snip--- M,C8T,"`P,#`P,"!N#0IT<F%I;&5R#0H\/"]3:7IE(#8^/@T*<W1A<G1X<F5F .#0HQ,38-"B4E14]&#0H` ` end whereas the normal version of the file looks like a normal PDF: %PDF-1.4 %âãÏÓ 6 0 obj<</H[656 147]/Linearized 1/E 9698/L 13571/N 1/O 9/T 13405>> ---snip--- trailer <</Size 6>> startxref 116 %%EOF so i think the problem is that the attachment is being double uuencoded somewhere, or the iPhone is failing to recognize that the attachment is uuencoded and not decoding it. any suggestions on where to begin troubleshooting this problem?

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  • change width of UIAlertView in iPad

    - by Krishnan
    Hi Friends, Is there any way to change the frame of the UIAlertView in iPhone or iPad. I tried changing the frame in the following delegate method- (void)willPresentAlertView:(UIAlertView *)alertView; but even then the width of the Alertview remained unchanged. And I think a small Alertview in iPad will not make sense. And I guess there must be a way to achieve it, at least in iPad. Thanks, krishnan.

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  • best-practive to display flash on Iphone / Ipad ?

    - by terrani
    Hi, I have a website that uses flash. I would like to convert the website so that iphone / ipad users can see my website. I understand that Iphone / Ipad can't render flash. What would be the best-practive to convert flash website to iphone / ipad compatible? I am thinking HTML 5.

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  • Run a universal app as a 'legacy' iPhone app on an iPod

    - by Paul Alexander
    I do most development testing on my iPad. When I test an iPhone app, it runs in 'compatibility' mode where the little iPhone app runs in a small window or x2 magnification. Now that I've created a universal app it runs as a native iPad app. For testing I'd like to use the simulated iPhone when I don't have an iPhone handy for testing. How can I build the project so that the iPad will run the app in compatibility mode?

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  • What is the difference between #ifdef __IPHONE_3.2 and #if __IPHONE_3.2?

    - by Jonathan
    Hi, I have an iphone app that needs to work for 3.1.3 for the iPhone and 3.2 for the iPad. It is an iPhone app that I want to work on the iPad. The main difference is the MPMoviePlayerController which introduces/and deprecates lots of things in 3.2. Since, the iPhone OS only goes up to 3.1.3 and the iPad is on 3.2, I need to seperate my code so it only compiles the required code for the respective OS. I can't use [[UIDevice currentDevice] model] because I end up with deprecated warnings on the 3.1.3 code. Also, UIUserInterfaceIdiomPad is new in 3.2 so it doesn't work well with 3.1.3... So, I decided to use this, which only compiles what is necessary for the particular OS: #if __IPHONE _3_2 //do 3.2 iPad stuff #else //do 3.1.3 iPhone/iPod Touch stuff #endif My question is... What is the difference between these? #ifdef __IPHONE_3_2 and #if __IPHONE_3_2 Thank you

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  • iOS iPad Master Detail template can't interact with detail view

    - by CraigularB
    I have an iPad app generated from the Master-Detail template in XCode. The iPad Storyboard has under the Detail View Controller a View that holds a ScrollView which holds an ImageView. In the DetailViewController.m file I added the following code to allow the ScrollView to move and zoom the image: -(UIView *)viewForZoomingInScrollView:(UIScrollView *)scrollView { return self.comicImage; } This works great on the iPhone (it's a universal app) but not the iPad; I can scroll and zoom the image on the iPhone no problem, but on the iPad it's like the ScrollView isn't responding to the touches, and I can't figure out how to pass the touches on to the ScrollView. I've already deactivated the popover controller from appearing with a right swipe like this: self.splitViewController.presentsWithGesture = NO; How do I make it so the user can interact with the ScrollView in the DetailViewController?

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