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  • UIImagePickerController crashing

    - by Mike
    I am developing a project based on iPhone OS 3.2 This project uses UIImagePickerController to pick videos. I have managed to put a video inside the iPad simulator. Photos.app can see and play the video, that was created using an iPhone 3GS, but whey I try to use the UIImagePickerController, it simply crashes my app. THis is the code I am using: if ([UIImagePickerController isSourceTypeAvailable: UIImagePickerControllerSourceTypePhotoLibrary]) { UIImagePickerController *picker = [[UIImagePickerController alloc] init]; picker.sourceType = UIImagePickerControllerSourceTypePhotoLibrary; picker.mediaTypes = [UIImagePickerController availableMediaTypesForSourceType:picker.sourceType];//shows movies and photos on iPhone picker.delegate = self; picker.sourceType = UIImagePickerControllerSourceTypePhotoLibrary; UIPopoverController *popover = [[UIPopoverController alloc] initWithContentViewController:picker]; CGRect myRect = CGRectMake(0,0,100,100); // this is a random rect just for testing [popover presentPopoverFromRect:myRect inView:myMainView permittedArrowDirections:UIPopoverArrowDirectionAny animated:YES]; } after running this, the app crashes miserably with the following message Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: 'Popovers cannot be presented from a view which does not have a window.' Is there something wrong with the code or it is just the simulator crashing because it is unable to pick videos? please refrain from recommending me to test on a real device. The problem is that I live outside the US and there's no iPad here soon. thanks.

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  • SIGABRT error when running on iPad

    - by user324881
    Hello, all. I've been banging my head for a few hours because of this problem. I have a universal project that's a mix of iPhone and iPad projects. I put these codebases together into the universal project and, after a lot of "#if __IPHONE_OS_VERSION_MIN_REQUIRED >= 30200" checks, got the project to run in both the iPhone (OS 3.0 to 3.1.3) and iPad simulators. After doing a more finagling with the project settings of external libraries that I load, I got the app to load on an iPhone (which runs OS 3.1.3). However, when I run the app on my iPad, I get an immediate SIGABRT error. I've tried running it under Debug, under Release, with Active Architecture of both armv6 and armv7. I've checked and double-checked that the app has the right nib files set up (but, again, this app runs fine in the simulator). I've gone through the external libraries I'm using and set them up to have the same base SDK (3.2), same architectures (Optimized (armv6 armv7)), the same targeted device family (iPhone/iPad), and the same iPhone OS deployment target (iPhone OS 3.0). So, to summarize... I have a universal app that works in the simulator for iPhone and iPad, runs on an actual iPhone, but doesn't run on an iPad. It doesn't get far on the iPad -- there's an immediate SIGABRT error that stops execution. Help??

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  • iPod/iPhone OpenGL ES UIView flashes when updating

    - by Dave Viner
    I have a simple iPhone application which uses OpenGL ES (v1) to draw a line based on the touches of the user. In the XCode Simulator, the code works perfectly. However, when I install the app onto an iPod or iPhone, the OpenGL ES view "flashes" when drawing the line. If I disable the line drawing, the flash disappears. By "flash", I mean that the background image (which is an OpenGL texture) disappears momentarily, and then reappears. It appears as if the entire scene is completely erased and redrawn. The code which handles the line drawing is the following: renderLineFromPoint:(CGPoint)start toPoint:(CGPoint)end { static GLfloat* vertexBuffer = NULL; static NSUInteger vertexMax = 64; NSUInteger vertexCount = 0, count, i; //Allocate vertex array buffer if(vertexBuffer == NULL) vertexBuffer = malloc(vertexMax * 2 * sizeof(GLfloat)); //Add points to the buffer so there are drawing points every X pixels count = MAX(ceilf(sqrtf((end.x - start.x) * (end.x - start.x) + (end.y - start.y) * (end.y - start.y)) / kBrushPixelStep), 1); for(i = 0; i < count; ++i) { if(vertexCount == vertexMax) { vertexMax = 2 * vertexMax; vertexBuffer = realloc(vertexBuffer, vertexMax * 2 * sizeof(GLfloat)); } vertexBuffer[2 * vertexCount + 0] = start.x + (end.x - start.x) * ((GLfloat)i / (GLfloat)count); vertexBuffer[2 * vertexCount + 1] = start.y + (end.y - start.y) * ((GLfloat)i / (GLfloat)count); vertexCount += 1; } //Render the vertex array glVertexPointer(2, GL_FLOAT, 0, vertexBuffer); glDrawArrays(GL_POINTS, 0, vertexCount); //Display the buffer [context presentRenderbuffer:GL_RENDERBUFFER_OES]; } (This function is based on the function of the same name from the GLPaint sample application.) For the life of me, I can not figure out why this causes the screen to flash. The line is drawn properly (both in the Simulator and in the iPod). But, the flash makes it unusable. Anyone have ideas on how to prevent the "flash"?

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  • Ipad MPMovieplayerController video loads but automatically pauses when played

    - by slayerIQ
    Hello I am trying to get the MPMovieplayerController to work. I load a video everything goes wel i even see the first frame but then it automatically pauses, if i press play it pauses again. In the simulator it works perfectly but on the ipad device it gives the problem. I can even seek through the video and i see the frame i seeked to but nothing plays. This is some output from the console: 2010-06-08 22:16:13.145 app[3089:207] Using two-stage rotation animation. To use the smoother single-stage animation, this application must remove two-stage method implementations. [Switching to thread 12803] warning: Unable to read symbols for "/Developer/Platforms/iPhoneOS.platform/DeviceSupport/3.2 (7B367)/Symbols/System/Library/VideoDecoders/VCH263.videodecoder" (file not found). warning: Unable to read symbols for "/Developer/Platforms/iPhoneOS.platform/DeviceSupport/3.2 (7B367)/Symbols/System/Library/VideoDecoders/H264H2.videodecoder" (file not found). warning: Unable to read symbols for "/Developer/Platforms/iPhoneOS.platform/DeviceSupport/3.2 (7B367)/Symbols/System/Library/VideoDecoders/MP4VH2.videodecoder" (file not found). warning: Unable to read symbols for "/Developer/Platforms/iPhoneOS.platform/DeviceSupport/3.2 (7B367)/Symbols/System/Library/VideoDecoders/JPEGH1.videodecoder" (file not found). 2010-06-08 22:16:15.145 app[3089:207] setting file:///private/var/mobile/Applications/46CE5456-6338-4BBF-A560-DCEFF700ACE0/tmp/MediaCache/ I dont get those warning when using the simulator BTW. Does anyone know how to fix this ?

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  • MonoTouch: using embedded resx files on iPhone build

    - by bright
    I'm able to load and access resx files in Simulator builds of my iPhone app built using MonoTouch. The resx file entry in the csproj file looks like: <ItemGroup> <EmbeddedResource Include="MapMenu\Resources\MapMenu.resx"> <Generator>ResXFileCodeGenerator</Generator> <LastGenOutput>MapMenu.Designer.cs</LastGenOutput> </EmbeddedResource> </ItemGroup> The .resx file itself has an entry like this: <data name="Main_Menu" type="System.Resources.ResXFileRef, System.Windows.Forms"> <value>Main Menu.mm;System.String, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089;Windows-1252</value> </data> and the generated MapMenu.Designer.cs file has this: internal static string Main_Menu { get { return ResourceManager.GetString("Main_Menu", resourceCulture); } } As mentioned above, calling the Main_Menu accessor works fine on the simulator. On the device, however, it produces: <Notice>: Unhandled Exception: System.MissingMethodException: No constructor found for System.Resources.RuntimeResourceSet::.ctor(System.IO.UnmanagedMemoryStream) <Notice>: at System.Activator.CreateInstance (System.Type type, BindingFlags bindingAttr, System.Reflection.Binder binder, System.Object[] args, System.Globalization.CultureInfo culture, System.Object[] activationAttributes) [0x00000] in <filename unknown>:0 <Notice>: at System.Activator.CreateInstance (System.Type type, System.Object[] args, System.Object[] activationAttributes) [0x00000] in <filename unknown>:0 <Notice>: at System.Activator.CreateInstance (System.Type type, System.Object[] args) [0x00000] in <filename unknown>:0 <Notice>: at System.Resources.ResourceManager.InternalGetResourceSet (System.Globalization.CultureInfo culture, Boolean createIfNotExists, Boolean tryParents) [0x00000] in <filename unknown>:0 <Notice>: at System.Resources.ResourceManager.GetString (System.String name, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 <Notice>: at MapMenu.Resources.MapMenu.get_Main_Menu () [0x00000] in <filename unknown>:0 Did a few sanity checks, and am wondering at this point if this really is missing functionality in Monotouch. Thanks,

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  • Only first UIView added view addSubview shows correct orientation

    - by Brian Underwood
    I've got three ViewControllers set up to handle three views. The problem that I'm having is that in the simulator the orientation is LandscapeRight (which is what I want), and the first view shows up correctly in that landscape view, but when I move onto the second and third views, they show up rotated 90 degrees counter-clockwise with the upper-left corner of the view in the lower left corner of the phone's screen. I've been trying to debug this for a few days and the closest that I've gotten to a clue is tracing it the following way: The following is in my app delegate's applicationDidFinishLaunching: NSLog(@"1"); [window addSubview:welcomeController.view]; NSLog(@"2"); [window addSubview:goalController.view]; NSLog(@"3"); [window addSubview:planningController.view]; NSLog(@"4"); [window bringSubviewToFront:welcomeController.view]; NSLog(@"5"); Each of my ViewControllers implement something similar to the following (the only change being the controller's name switched out in the string passed to NSLog): - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { // Return YES for supported orientations NSLog(@"called for WelcomeController"); return (interfaceOrientation == UIInterfaceOrientationLandscapeRight); } With that, I get the following output on the Console: a called for WelcomeController called for WelcomeController called for WelcomeController called for WelcomeController 2 called for GoalController 3 called for PlanningController 4 5 I find it interesting that shouldAutorotateToInterfaceOrientation is called 4 times for the first view that's added, while the other two only get called once. I expect that this is probably because it's got to do some setup at first (and I believe that the simulator starts off in portrait mode, so it's might be calling it while doing the rotation), but I find the correlation a bit suspicious. I've switched the order around so that the addSubview is called for the goalController first and the welcomeController second. In this case, it's the goalController which displays in the correct landscape orientation (it's normally the welcome controller). This would seem to eliminate my XIB files and the ViewControllers themselves. I'm not sure why the first view where addSubview is called is special. I also tried using insertSubview at index 0 with the same results.

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  • [iPhone] dyld: Library not loaded - When app run from the command line

    - by user142764
    Hi, I face some difficulties when adding a framework to my project when i run an iPhone app from the command line. My final goal is to run applications tests from an automated build process. When i run my app from xCode : I add a "Copy File" build phase to my target and everything goes fine. The copy is set to $(BUILT_PRODUCTS_DIR) as "Absolute path" When i run my app from the terminal (using iphonesim project) i get this error : dyld: Library not loaded: @rpath/OCMock.framework/Versions/A/OCMock UIKitApplication:indemnisation[0xb894][26380] Referenced from: /Users/Admin/Library/Application Support/iPhone Simulator/User/Applications/CD5729B5-A674-49B2-91F6-AD398094B6F8/indemINT.app/indemINT What i dont understand is that the copy build phase just copies the framework files in the same directory that the app. When i run the app from the command line the framework files are already in the same directory. Does anyone knows why it doesn't work ? I've also tried to add the OCMock.framework in the following directories (without success) : /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.0.sdk/System/Library /Library/Frameworks /Users/Admin/Library/Application Support/iPhone Simulator/User/Applications/CD5729B5-A674-49B2-91F6-AD398094B6F8 Thanks in advance, Vincent.

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  • compiling iphone program in snow leopard wtih libsqlite3 library

    - by user360297
    Hi, I develop an iphone application which uses sqlite3 as a database. That time my OS X version was leopard. So add added libsqlite3.0.dylib to frameworks and compile without any problems it complied and with any problems I could run it on the device as well. This week I installed Snow Leopard on my Mac. Removing old Leopard version and install a fresh Snow leopard system. But my problem is now I cannot compile that program because it will give errors with sqlite3 library. I added sqlite3.0.dylib using selecting targets and then selecting file. Also tried adding selecting it from directly /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.1.3.sdk/usr/lib I get two different errors when I compiled to device and to simulator when compiled to device, ld: warning: in /opt/local/lib/libsqlite3.0.dylib, file is not of required architecture* When compiled to simulator, ld: warning: in /opt/local/lib/libsqlite3.0.dylib, file was built for unsupported file format which is not the architecture being linked (i386) ld: warning: in /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.1.3.sdk/usr/lib/libSystem.dylib, missing required architecture i386 in file ld: in /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.1.3.sdk/usr/lib/libobjc.A.dylib, missing required architecture i386 in file Command /Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin/gcc-4.2 failed with exit code 1 i also tried with adding sqlite3.dylib (, I think sqlite3.0.dylib is linked to sqlite3.dylib.) but no luck. Could any one out there give me any help. I'm really trying to get this working. Please let me if you want more details. Thank you, Waruna

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  • SIGABRT error when running MonoTouch application

    - by hambonious
    I'm new to MonoTouch and 9 times out of 10, when I try to run my MonoTouch app on the iPhone simulator (debug mode and regular), I receive a long error output that begins with the following message: Error connecting stdout and stderr (127.0.0.1:10001) Couldn't register com.yourcompany.[appnamehere] with the bootstrap server. Error: unknown error code. This generally means that another instance of this process was already running or is hung in the debugger.Stacktrace: at (wrapper managed-to-native) MonoTouch.UIKit.UIApplication.UIApplicationMain (int,string[],intptr,intptr) <0x00004 at (wrapper managed-to-native) MonoTouch.UIKit.UIApplication.UIApplicationMain (int,string[],intptr,intptr) <0x00004 at MonoTouch.UIKit.UIApplication.Main (string[],string,string) <0x00089 at MonoTouch.UIKit.UIApplication.Main (string[]) <0x00014 at PodcastManager.Application.Main (string[]) <0x00010 at (wrapper runtime-invoke) .runtime_invoke_void_object (object,intptr,intptr,intptr) <0x00043 And ends with: ================================================================= Got a SIGABRT while executing native code. This usually indicates a fatal error in the mono runtime or one of the native libraries used by your application. ================================================================= The weird thing is it will work some of the time. Once, a reboot of my machine did it. Others, just restarting MonoDevelop and/or the simulator. I can provide the entire error output if you think that may help. Any ideas?

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  • iPhone - Failed to save the videos metadata to the filesystem.

    - by cameron
    My application uses the UIImagePicker to allow the user to use the camera and capture a photo to edit/etc. I am getting the error message below: 2010-02-03 10:41:24.018 LivingRoom[5333:5303] Failed to save the videos metadata to the filesystem. Maybe the information did not conform to a plist. Program received signal: “EXC_BAD_ACCESS”. A search in Google brings up a number of threads in various forums, with no ultimate response/root cause/suggestions on how to fix/debug. An example is the thread below with code which is very similar to my app: http://groups.google.com/group/iphonesdkdevelopment/browse_thread/thread/6b7b396c62bef398 The error disappears for a while (10 tests in a row, no errors) if I reboot the iPhone. I have not been able to determine what makes it reoccur after a reboot, but it does. I am not using the video source and the fact that a reboot solves the problem for a while points to some sort of mem leak (perhaps?). The problem always shows up on both the iPhone (even after the reboot) and the simulator when choosing a photo from the album, but the app does not crash on the iPhone or the simulator. The same app with exact code did not have the error message when compiled using SDK 3.0 (last August/September). But 3.1.x has always produced the error message, which means that once a week or so the iPhone needs to be rebooted for the error to disappear. The users are not happy with that solution any longer!! Any suggestion/clues would be greatly appreciated.

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  • How can I disable the CTRL-ALT-DEL key combination completely on XP/Vista/7?

    - by Travesty3
    I have been googling extensively to figure this out, and nobody seems to be able to give a direct answer. Let me start by saying that I'm NOT talking about requiring CTRL-ALT-DEL to enter logon information. I'm working on a golf simulator program which is used at golf centers. I need the ability to completely disable the CTRL-ALT-DEL key sequence so that the golf center customers can't get out of the program and access the computer at all. I realize there are other key combinations that need to be handled as well, we already have this entire feature working in XP, but we're going to be switching to Windows 7 soon, and CTRL-ALT-DEL is the only one that doesn't seem to work in Win7. I'd really like an all-around solution if at all possible. This same program may also be installed on a client's personal computer for an in-home golf simulator, but the computers that really need this feature (golf center computers) are provided to the golf center by us, so would the best option be to write a new shell? I don't know anything about that at all, other than others that suggest writing a new shell for kiosk mode. I'd really like a simpler option, like modifying the registry in some way. I have heard that you can remove some buttons from the menu screen that pops up, but unless I can remove pretty much all of them (including the shutdown/restart button in the bottom-right corner), this won't be enough of a solution for me. Thanks for taking the time to read this and thanks again for any help you could provide! -Travis

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  • how can load images from plist in to UITableView ?

    - by srikanth rongali
    I have stored the videos and the thumbnail images of the videos in Documents folder. And I have given the path in plist. In plist I took an array and I added directories to the array. And in the dictionary I stored the image path /Users/srikanth/Library/Application Support/iPhone Simulator/User/Applications/9E6E8B22-C946-4442-9209-75BB0E924434/Documents/image1 for key imagePath. for video /Users/srikanth/Library/Application Support/iPhone Simulator/User/Applications/9E6E8B22-C946-4442-9209-75BB0E924434/Documents/video1.mp4 for key filePath. I used following code but it is not working. I am trying only for images. I need the images to be loaded in the table in each cell. - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *CellIdentifier = @"Cell"; UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier]; if (cell == nil) { cell = [[[UITableViewCell alloc] initWithFrame:CGRectZero reuseIdentifier:CellIdentifier] autorelease]; [cell setAccessoryType:UITableViewCellAccessoryDetailDisclosureButton]; UIImageView *image2 = [[UIImageView alloc]init]; image2.frame = CGRectMake(0.0f, 0.0f, 80.0f, 80.0f); image2.backgroundColor = [UIColor clearColor]; //image2.image = [UIImage imageNamed:@"snook.png"]; image2.tag = tag7; } NSDictionary *dictOfplist = [cells objectAtIndex:indexPath.row]; [(UIImageView *)[cell viewWithTag:tag7] setImage:[dictOfplist objectForKey:@"imagePath"]]; return cell; } - (void)viewDidLoad { [super viewDidLoad]; self.title = @"Library"; self.navigationItem.rightBarButtonItem = [[UIBarButtonItem alloc] initWithTitle:@"Close" style:UIBarButtonItemStyleBordered target:self action:@selector(close:)]; NSString* plistPath = [[NSBundle mainBundle] pathForResource:@"details" ofType:@"plist"]; contentArray = [NSArray arrayWithContentsOfFile:plistPath]; cells = [[NSMutableArray alloc]initWithCapacity:[contentArray count]]; for(dCount = 0; dCount < [contentArray count]; dCount++) [cells addObject:[contentArray objectAtIndex:dCount]]; } How can I make this work. Thank you.

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  • continueTrackingWithTouch: withEvent: not being called continuously.

    - by Steven Noyes
    I have a very simply subclass of UIButton that will fire off a custom event when the button has been held for 2 seconds. To accomplish this, I overrode: // // Mouse tracking // - (BOOL)beginTrackingWithTouch:(UITouch *)touch withEvent:(UIEvent *)event { [super beginTrackingWithTouch:touch withEvent:event]; [self setTimeButtonPressed:[NSDate date]]; return (YES); } - (BOOL)continueTrackingWithTouch:(UITouch *)touch withEvent:(UIEvent *)event { [super continueTrackingWithTouch:touch withEvent:event]; if ([[self timeButtonPressed] timeIntervalSinceNow] > 2.0) { // // disable the button. This will eventually fire the event // but this is just stubbed to act as a break point area. // [self setEnabled:NO]; [self setSelected:NO]; } return (YES); } My problem is (this is in the simulator, can't do on device work quite yet) "continueTrackingWithTouch: withEvent:" is not being called unless the mouse is actually moved. It does not take much motion, but it does take some motion. By returning "YES" in both of these, I should be setup to receive continuous events. Is this an oddity of the simulator or am I doing something wrong? NOTE: userInteractionEnabled is set to YES. NOTE2: I could setup a timer in beginTrackingWithTouch: withEvent: but that seems like more effort for something that should be simple.

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  • Adding SDK-specific frameworks to Xcode

    - by Haentz
    Hi, Xcode 3.2 kind of broke the build process of my iPhone app. I need to add a new framework to my project (MediaPlayer.framework). So I go into my Target settings and try to add it to the "Linked Libraris" by hitting the [+] button. In the list the MediaPlayer.framework is missing, as well as other frameworks, such as UIKit, CoreGraphic and others. Some frameworks are still there. I can add the frameworks by adding the SDK-specific ones (going into /Developer/Platforms/iPhoneOs.platform/...yadayadayada../frameworkd/) but then of course I can only compile for the iPhone platform and not for the simulator any more. So basically I wonder how I can get Xcode back to chose the appropriate framework, depending on platform and SDK version for me? Thanks and kind regards, Hans Schneider Edit: Things I tried: Setting the Base SDK to 3.0 (was still 2.2.1), reinstalling 3.0 iPhone and Simulator SDK from the "packages" directory of the Xcode 3.2 DMG. Didn't help. The frameworks still wont show up in the list... Edit 2: Ok, I now have the frameworks back in the list, I was previously in my AdHoc configuration. In Debug I have the frameworks back. But it still wont compile for the Simualtor (lots of Symbols(s) not found errors). Looks like the linker doesn't choose the correct libraries and always uses the iPhoneOs3.0 path for the frameworks.

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  • Why Doesn't UIWebView release all of its memory?

    - by Theory
    I have a graphic-intensive iPad app that features a UIWebView. Using the simulator (iOS 4.2.1), I can see Real Mem increase quite a lot as I browse. The more I browse, the more RAM it uses. When I close the UIWebView and release it, some of the memory it used is freed, but not all of it. This is annoying. Okay, so maybe it's because it isn't deallocated right away. Fine. But then I would expect the system to do some cleanup when there's a memory warning. However, if I browse around, then close the UIWebView (and release it), then trigger a memory warning in the simulator, Real Mem does not change! WTF? So why is this? Why isn't UIWebView better at releasing memory back to the system? And why doesn't it appear to respond to memory warnings? Am I missing something?

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  • SOAP Messages on iPhone

    - by CocoaNewBee
    Hello everyone !! I have to use several SOAP messages to get data from a web service. I got some examples how to do that but they all have the XML (http://icodeblog.com/2008/11/03/iphone-programming-tutorial-intro-to-soap-web-services/) // ---- LOGIN ----- NSString *soapMessage = [NSString stringWithFormat: @"<?xml version=\"1.0\" encoding=\"utf-8\"?>\n" "<soap12:Envelope xmlns:xsi=\"http://www.w3.org/2001/XMLSchema-instance\" xmlns:xsd=\"http://www.w3.org/2001/XMLSchema\" xmlns:soap12=\"http://www.w3.org/2003/05/soap-envelope\">\n" "<soap12:Body>\n" "<Login xmlns=\"http://tempuri.org/\">\n" "<sUserID>USER</sUserID>\n" "<sUserPw>PASSWORD</sUserPw>\n" "<sDomain>SERVER</sDomain>\n" "</Login>\n" "</soap12:Body>\n" "</soap12:Envelope>\n" ]; NSString *urlToSend = [[NSString alloc] initWithString:@"http://SERVER/DIRECTORY/WSDL_FILE.ASMX"]; NSString *callTOMake = [[NSString alloc] initWithString:@"http://WEBSERVER/Login"]; TWO questions: 1) Does it make sense to read the SOAP Message from a class or a file into xcode?? or sould I just define them thru the code ?? 2) I used SOAPUI & .NET to query the service. It works fine... but when I do it from the iphone simulator it returns the following: 2010-03-10 15:13:54.773 Hello_SOAP[91204:207] soap:ClientServer did not recognize the value of HTTP Header SOAPAction: http://WEBSERVER/DIRECTORY/Login How can I figure out what the issue is that's causing the said error on the simulator??

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  • iOS LocationManager is not updating location (Titanium Appcelerator module)

    - by vale4674
    I've made Appcelerator Titanium Module for fetching device's rotaion and location. Source can be found on GitHub. The problem is that it fetches only one cached location but device motion data is OK and it is refreshing. I don't use delegate, I pull that data in my Titanium Javascript Code. If I set "City Run" in Simulator - Debug - Location nothing happens. The same cached location is returning. Pulling of location is OK because I tried with native app wich does this: textView.text = [NSString stringWithFormat:@"%f %f\n%@", locationManager.location.coordinate.longitude, locationManager.location.coordinate.latitude, textView.text]; And it is working in simulator and on device. But the same code as you can see on GitHub is not working as Titanium module. Any ideas? EDIT: I am looking at GeolocationModule src and I see nothing special there. As I said, my code in my module has to work since it is working in native app. "Only" problem is that it is not updating location and it always returns me that cached location.

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  • Making a sqlite file stay existent between runs of the program

    - by Cocorico
    Hi! I'm having a problem with some sqlite code for an iPhone program in Xcode. I was opening my database like this: int result = sqlite3_open("stealtown.db", &database); Which is how they had it in a book I was looking at while I type the program. But then, that way of opening a database it only works when you run in simulator, not on device. So I finally figure out I need to do this: NSString *file = [[NSBundle mainBundle] pathForResource:@"stealtown" ofType:@"db"]; int result = sqlite3_open([file UTF8String], &database); And that works on device, EXCEPT one thing: Each time you launch the program, it starts as if you had never created the database, and when you stick an entry in the table, it's the ONLY entry in that table. When I used the first code on the simulator, I could open my program 6 times, each time adding 1 entry to a table, and at the end, I had 6 entries in that table. With the second code, I do exact same thing but each time there is only 1 entry in that table. Am I explaining this okay, I hope so, it's hard sometimes for me. Anyone maybe know why this would be?

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  • How can I run an app's source code that I got from the Android source code?

    - by Wesley
    For all of you android devs out there that have the Android simulator running on your comp, you know that there are a few built in apps that are already 'installed' on your phone. I had an idea for an app that would utilize a function that is already being done in the spare parts app. I went on to the android developer site, dug through the source code files, and found the spare parts app, and am now trying to set it up so that running it from eclipse on my machine actually runs the app in the simulator. In other words, I want to be able to make changes to and adjust some of the things in that app for my own needs. But it won't compile, because of a number of different errors. How do I get that source code running on my local machine? Is there some special trick that I just dont know about? I thought that if I could get the source code than the rest would be easy, but it isn't being too easy. Any help here would be appreciated!!

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  • steps to fix a project that won't compile

    - by eco_bach
    Hi Pulling my hair out in trying to get a simple window based project to compile. I am running both 3.2.2 and 3.2.3 versions of Xcode. The latter is set up in a separate folder. Originally I used the latter to create and compile my project against the new 4.0 sdk. It compiled fine. Then I made the mistake of deleting some sdks I thought I no longer needed. Ever since I can no longer compile. Right now I get a dozen or so errors similar to the following "_OBJC_CLASS_$_CATransition", referenced from: objc-class-ref-to-CATransition in ViewTransitionsAppDelegate.o My active executable is the iphone simulator 4 and Base SDK is iPhone device 3.0. I tried reinstalling the xcode3.2.3 installer, no difference. I'm totally stymied, as my project WAS working and compiling fine, both to the simulator and external device. Are there any best practices or recommended steps in fixing or rebuilding a project when it won't compile? Any help welcome!

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  • iPhone NSTimer OpenGL problem

    - by Toby Wilson
    I've got a problem that only seems to occur on the device, not in the simulator. My app's animation is started and stopped using these methods: NSTimer* animationTimer; -(void)startAnimation { if(animationTimer = nil) animationTimer = [NSTimer scheduledTimerWithTimeInterval:1.0f/60.0f target:self selector:@selector(drawView) userInfo:nil repeats:YES]; } -(void)stopAnimation { [animationTimer invalidate]; animationTimer = nil; } In the simulator this works fine and drawView starts being called at 60fps. On the device (testing on iPod Touch), the scheduleTimerWithTimeInterval method doesn't seem to work. Furthermore, [animationTimer invalidate] causes EXC_BAD_ACCESS. I've spotted an obvious but minor flaw; adding if(animationTimer != nil) to the stopAnimation method will prevent the crash, but doesn't solve the problem of the animation timer not being properly initialised. Edit: The above doesn't prevent a crash. animationTimer != nil yet calling invalidate causes EXC_BAD_ACCESS. Should also add, this problem doesn't occur all the time on the device. Maybe 40% of the time.

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  • SIGABRT on iPhone when changing xib

    - by Boz
    I've just finished off an app for the iPhone which, until today, ran fine on the iPhone simulator and actual devices. I tried changing the xib which is loaded in the applicationDidFinishLaunching method in my application delegate class - all I did was change the string in initWithNibName. When I launch the app on the simulator, the Default.png image is shown, then the app crashes with an uncaught exception. When running on a device, the Default.png image is shown for about 10 seconds, the UI is never loaded and I get 'GDB: Program received signal: "SIGABRT".' on the Xcode status bar. Debugging shows that applicationDidFinishLaunching is never actually reached before the app crashes. Setting the starting xib back to the original solves the issue, but now I've made a change and saved it in the Interface Builder and the app shows the same issues as above - I've made no code changes at all. Is this a memory issue, or a known issue of a common mistake? NOTE: I've made no code changes whatsoever, and the only changes I've made to the xib are cosmetic, the IBOutlets are all intact.

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  • Anchor tags are blank

    - by ryanday
    I'm having a problem where the my anchor tags sometimes aren't displaying their links. This is happening on Mobile Safari on multiple iPhones, and in the iPhone simulator. I'm using jQtouch r147, PhoneGap, and jQuery 1.4.2. I'm generating the data from a database call, and adding anchor tags to a list like this: for(var i=0;i<data.rows.length;i++) { var item = $('<li></li>'); var name = data.rows.item(i).name; var anchor = $('<a href="#lpage">'+name+'</a>'); item.addClass('arrow'); // This line always displays the name, even when I can't see // the name in the browser debug.log('The name: ' + name); (function(info) { anchor.bind('tap', function(e) { debug.log('Touch start ' + info.id); }); })(data.rows.item(i)); item.append(anchor); if( anchor.html() == null ) { debug.log('html is blank'); } $('#myUL').append(item); } Sometimes my list of names shows fine(http://imagebin.org/101462), and sometimes it is just blank(http://imagebin.org/101464). When the list is blank, I see the debug.log() line show me 'html is blank', and I also see the log line show me that the variable 'name' does, in fact, contain a valid name. When I check for anchor.html() == null, I've also tried to .remove() the anchor tag, and re-create it. But it always comes back without the name displayed. This happens on the mobile device and in the simulator, but I've never seen it happen in Safari or in Chrome. Has anyone seen something like this? I can't find the cause, and I can't get it to stop. Thank you for any ideas or suggestions!

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  • iPad3 HD Black Screen in Portrait Orientation

    - by Jason Brooks
    I'm currently updating my game using XCode 4.3.1 and an iPad3. WHen iPAD HD mode is selected, I get a black screen when I change the scene from the AppDelegate. I'm using COCOS2d v1.0.1 My Game is portrait only mode, and I think I've tracked the problem down. If you create a new project with the default HelloWorld Layer, it works on the iPad3 and it's simulator in HD. However if you change the following code :- -(BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { ... #elif GAME_AUTOROTATION == kGameAutorotationUIViewController // // EAGLView will be rotated by the UIViewController // // Sample: Autorotate only in landscpe mode // // return YES for the supported orientations //return ( UIInterfaceOrientationIsLandscape( interfaceOrientation ) ); return ( UIInterfaceOrientationIsPortrait ( interfaceOrientation ) ); //return NO; ... } In RootViewController.m You see a black screen for the iPad3 real device and simulator. It works as expected on all devices, iPhone/iPod Touch, and iPad 1 and 2. If I change the statement back to return ( UIInterfaceOrientationIsLandscape( interfaceOrientation ) ); I get the Hello World rendered to the screen, but it is in landscape only on iPad3. Has anyone else encountered this and have any suggestions for a fix? The project is quite large to upgrade to the latest V1 Beta code.

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  • OpenCV. cvFnName() works, but cv::FunName() doesn't work

    - by Innuendo
    I'm using OpenCV to write a plugin for a simulator. I've made an OpenCV project (single - not a plugin) and it works fine. When I added OpenCV libs to the plugin project, I added all libs required. Visual Studio 2010 doesn't highlight any code line with red. All looks fine and compiles fine. But in execution, the program halts with a Runtime Error on any cv::function. For example: cv::imread, or cv::imwrite. But if I replace them with cvLoadImage() and cvSaveImage(), it works fine. Why does this happen? I don't want to rewrite the whole script in old-api-style (cvFnName). It means I should change all Mat objects to IplImages, and so on. UPDATE: // preparing template ifstream ifile(tmplfilename); if ( !FILE_LOADED && ifile ) { // loading template file Mat tmpl = cv::imread(tmplfilename, 1); // << here occurs error FILE_LOADED = true; } Mat src; Bmp2Mat(hDC, hBitmap, src); TargetDetector detector(src, tmpl); detector.detectTarget(); If I change to: if ( !FILE_LOADED && ifile ) { IplImage* tmpl = 0; tmpl = cvLoadImage(tmplfilename, 1); // no error occurs } And then no error occurs. Early it displayed some Runtime Error. Now, I wanted to copy exact message and it just crashes the application (simulator, what I am pluginning). It displays window error - to kill process or no. (I can't show exact message, because I'm using russian windows now)

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