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  • per build configuration files on iPhone ?

    - by Matt
    I'm looking for the best way to store per-Build configuration information for an iPhone app. In my iPhone app there are several url's and storage location settings that are specific to a particular build (DEBUG RELEASE etc) Currently i have three recipients for my app, QA/Test, myself and the customer, each has specific settings for the url's and storage locations mentioned above. whats the best way to do this? NOTE: they don't necessarily have to be defined in the build but what im looking for is advice on the best way to store alternate configuration settings. ALSO NOTE: i do not want these settings to be editable through the settings app thanks

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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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  • Good ways to dynamically generate the start image of an iPhone/iPad app

    - by Dr Dork
    I'm self-learning iPhone development and I see that one of the aspects of an iPhone/iPad app is the start image that gets displayed when your app is run. I'd like my start image to display some basic info about the user when the app is launched, but that info has to first be collected by the user when the app is first run. That tells me that I either need to dynamically generate the start image after the user enters their information or I need to place a label of some sort on top of my static start image in order to accomplish this. The first time the app launched and before the user enters their info, the start image can be anything or nothing at all, I'm not concerned about this. So, my two questions are this... Can you place controls, like a label, on top of the start image when your app is launched? If not, what's a good approach to dynamically generating the start image after the app is launched for the first time and the user info is collected? Thanks so much in advance for your help! I'm going to begin researching this question right now.

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  • iPhone OS 3.2 - How to register for notifcations that may not be available

    - by cdstamper
    So I'm trying to register for the MPMoviePlayerDidExitFullscreenNotification notification in my universal app (iPhone and iPad). Problem is, OS 3.1.3 doesn't support this notification, and just crashes. I've tried version checking, like so: if ([MPMoviePlayerController instancesRespondToSelector:@selector(setShouldAutoplay:)]) {//Check for shouldSetAutoplay, this ensures that we are running at least 3.2 [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(playerDidFinish:) name:(NSString*)class2 object:[self player]]; Doesn't work, still crashes. How do I do this?

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  • Running cocos2d with iPhone SDK 4 GM

    - by the_great_monkey
    I tried to build my (cocos2d 0.99.0-based) project with iPhone SDK 4 GM which was just released today. The reason is because I want to incorporate iAds in my apps. However I got 20 error messages which looks like errors in library calling. Can anyone tell me whether we can actually use cocos2d 0.99.0? I'm aware that 99.3 was released but they didn't mention any iOS 4 compatibilities.

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  • iPhone multi view/window switch

    - by NeoNmaN
    I've now put all night and tried to get my iPhone program to perform as intended, it has also succeed me sometimes but now I have pages with a problem I simplehen can not get resolved. 've tried this video guide that makes it I want it to but I stare my project up with NSObject (Windows Based) for my program. Has anyone any. can help me a little further here? or link to come there can get me on track again link: http://www.youtube.com/watch?v=2GeazgOqKJ4

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  • iPhone PlayAndRecord silences all system audio??

    - by Eamon Ford
    Hi, In my iPhone app I am trying to record audio and play iPod music at the same time, so I set the audio session category to kAudioSessionCategory_PlayAndRecord. But when I set this, all system audio (including vibrate) doesn't work anymore, although the iPod audio still does work. Does anyone know if this is a bug in the SDK or something, or how to get around it? Please help! Thanks in advance!

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  • Alternatives to weak linking in iPhone SDK?

    - by Moshe
    I'm looking to make my app compatible with older versions of iPhone OS. I did see weak linking mentioned as an option. Can I use OS version detection code to avoid code blocks that the OS can't handle? (Say iAD?) if(OS >= 4.0){ //set up iADs using "NDA code"... } If yes, what goes in place of if(OS >= 4.0)?

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  • iPhone SDK 3/4 App will not run on a iPhone 2.x device even with deployment target set to 2.0!

    - by MarqueIV
    Ok... I know about the difference between the base/active SDKs and the deployment target. I have my base SDK set at 4.0 and the deployment target set at 2.0. I am not using any APIs post 2.x, conditional or otherwise. Since I can't debug on a 2.x device, after building it, I use the iPhone Configuration Utility to install the app on the device, which it does just fine. Problem is, it doesn't run! I just get a blank screen. The main window never comes up! Now before you ask... I had this same problem with the iPhone SDK 3.x. I upgraded to the 4.x hoping it would be solved. It wasn't. Yes the provisioning profile is installed. (Couldn't install the app if it wasn't.) This same compiled app works fine on 3.x devices. Same with 4.x devices. Just not 2.x devices. Again, no I am not using any post-2.x SDKs. To prove this I created a brand-new, window-based app from the 'New Project' dialog and the only changes I made was the background color of the window (to prove the XIB loaded) and I set the deployment target to 2.0 (It's still compiled against the 4.x SDK though.) Again, it runs fine on 3.x or 4.x devices, but just a black, blank screen on 2.x devices. I've tried this on three separate 2.x devices included one freshly restored. I've used three separate dev machines (MacBook Pro with the 3.x SDK, MacBook Pro with the 4.x SDK and a Mac Pro with the 3.x SDK.) Same result every time. I am stumped. The fact that even an unmodified project doesn't run really has me confused. Could it be the XIB file? Did they change the format from 2.x to something newer in the 3.x SDK? If so, how do I set it back to 2.x. (Again, this is just a complete guess.) But I'm really stumped! Mark

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  • iPhone to iPhone communication

    - by Dan
    Hi, I have been looking into communication methods between two iPhone devices and as I understand it there are two main methods to do this: Bluetooth and WiFi. However I wanted to know if anyone knows of any other way of sharing information between two iPhones? If I were in an area with no WiFi or mobile signal, and couldn't use Bluetooth for whatever reason, is there anything that could be done to broadcast data from one iPhone to another? I'm sure its a bit of a silly question, but if you don't ask, you don't get; and if someone knows of anything I might be able to look into with regards to this, I would be very appreciative. Thanks, Dan

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  • iPhone OS 4.0 backwards compatible with 3.1/.2

    - by Typeoneerror
    Title says it all. I'm building an iPhone application with a base SDK target of 3.1.x. I've got a friend who offered to test it on the OS 4.0 beta, but I'm wondering in advance if I should bother. Will my application run under 4.0 or is it not backwards compatible? I have to imagine it will since apps built for 2.x run on 3.x just fine AFAIK. Any gotchas?

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  • iPhone niche applications

    - by user104295
    Hi there, we want to develop a small utility for the iPhone for a very small set of users... We're thinking about developing it with PhoneGap/html/javascript as we want to make it available under other mobile platforms. Given that it's only for a small number of users within a particular organisation, would we submit that to AppStore? Is App Store meant for general public applications? Any recommendations on how to approach this? thanks

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  • iPhone backup & restore does not restore our app's data on rare occasions

    - by Michael Waterfall
    We have an iPhone app with several thousand users, and we've had one or two users saying that after a full backup & restore procedure within iTunes, the data for our app was lost. All the data (photos & SQLite DB) are stored in the documents area of the app. I've tested this thoroughly with our devices and it works absolutely fine. Can anyone think of a reason for this, or has anyone experienced this before?

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  • problem while finding iphone memory programatically

    - by sneha
    I am facing a strange problem with my iphone. It shows available memory as 278 Mb from settings and also in the itunes . But when i find it programatically like this NSDictionary *fileSystemAttributes = [[NSFileManager defaultManager] attributesOfFileSystemForPath:NSHomeDirectory() error:&error]; double availableSpace = [[fileSystemAttributes objectForKey:NSFileSystemFreeSize] floatValue]; I am getting it as 458.0 Mb. Can any one help me out why i m having so much difference between both the values ?? As both the values should be same Thanks in advance

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  • testing In-app purchases iphone??

    - by hemant
    while testing my application i bought a product it had on my phone through the test account...now i deleted the application and reinstalled it but in my application it still shows that the product is already bought...when we buy through in-app purchase does the product i bought or its id gets stored on iphone filesystem?? i am just testing the application so i dont know much about what could be wrong in it??

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  • NSDateFormatter incorrect date on simulator, correct date on device

    - by Rudiger
    Hi, Im building a calendar and to find out the first day of the month I do [formatter setDateFormat:@"e"]; int startDay = [[formatter stringFromDate:newDate] intValue]; On the device this works correctly and the 1st of the month is on the correct day. But on the simulator it is the day after. Although it doesn't overly matter about the simulator it is kind of driving me crazy thinking I've done something wrong. I tried to set the locale of the formatter but no difference, nor i think should it. Can anyone shed some light on this? On a side note is there a better way to build a calendar than this?

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  • how to read emails from an iPhone app

    - by seeingtiger
    I am trying to implement this: an iPhone app will download user's emails(based on user settings) from the email server (e.g. gmail.com) through IMAP protocol. Would like to download email text as well as attachment. Is this possible? Are there open-source or sample code for this work already? Much appreciated!

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  • AdMob ad is showing in iOS simulator, but not on iDevice

    - by Ben Toscano
    As the heading states, I can get my AdMob Ad to show in the iOS 5.1 and 6.0 simulator just fine, however, when running my application on my iOS 5.1.1 or 6.0 devices, there is just a blank space where the ad should be served. The code in my .m file is as follows: bannerView_ = [[GADBannerView alloc] initWithFrame:CGRectMake(0.0, 411.0 - GAD_SIZE_320x50.height, GAD_SIZE_320x50.width, GAD_SIZE_320x50.height)]; bannerView_.adUnitID = @"**myID**"; bannerView_.rootViewController = self; [self.view addSubview:bannerView_]; [bannerView_ loadRequest:[GADRequest request]]; //GADRequest *r = [[GADRequest alloc] init]; //r.testing = YES; //[bannerView_ loadRequest:r]; Furthermore, if I initiate testing of ads (see commented-out section), the test ad shows on both the simulator AND my iDevices, which is baffling me! What am I missing? Thanks for your help.

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  • iPhone Simulator 3.x not listed after upgrading to XCode 3.2.3 Beta4 with OS 4.0

    - by Jon
    I've been having some problems, & since you guys are the smartest devs I thought I'd just ask you. When I last installed Xcode 3.2.3 Beta 2 (OS 4.0 support), it had all the iPhone Device & Simulator 3.x. Now, updated to Xcode 3.2.3 Beta 4 (OS 4.0 support), it no longer lists 3.x SDKs for either simulator or device in XCode. When I run an app that was written for 3.1.2, the current SDK is listed as "base SDK missing" I'm aware that 3.2.3 changes the BASE SDK to 4.0, but how come none of the 3.x devices are available either? When I go to: /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs The only two files available are: iPhoneSimulator3.2.sdk iPhoneSimulator4.0.sdk However, when I go to: /Developer/Platforms/iPhoneOS.platform/DeviceSupport 3.0 3.0.1 3.1 3.1.1 3.1.2 3.1.3 3.2 4.0 (8A274b) I've tried re-installing the most recent XCode DMG to no avail. Thanks in advance!

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  • Objective-C++ compiles for iPhone, but not simulator

    - by John Smith
    I have a C++ library I want to add to my iphone project. In one header file I declare @class a { cppvirtualclass V; } This compiles fine for the iPhone device with Release settings. However it refuses to compile for the Simulator with or without debug info. It give the error error: type 'V' has virtual member functions. Is there a way out of this or do I have to define only concrete C++ classes?

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