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  • Open source calendar software allowing sync with Iphone?

    - by Jared
    I'm looking for something I can install on a Linux server to create a remote calendar that I can sync with my iphone. Anything requiring setting up an exchange server on the Iphone is out since I already have one set up for work. I'd like to avoid a groupware package since all I really want is a calendar.

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  • SSH connection via USB to iPhone

    - by Albert
    Hi, I want to connect to the SSH server on my jailbreaked iPhone via the USB connection (because that connection is much faster than WLAN) from MacOSX. Right now I am using this: http://novis.jimdo.com/2009/10/18/ssh-relay-aka-iphone-tunnel-version-3/ However, this is really buggy and always breaks when I am transfering a lot of data. Does anyone know a better solution? Preferable one that is free.

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  • Batch convert divx to iPhone format

    - by Kelsey
    I am looking for free software to do batch conversions of divx video files to iPhone format. I have read the thread: http://superuser.com/questions/5784/looking-to-convert-video-to-iphone-format Handbrake works good for single files but it has very little customization with regards to files names and the batch functionality is not very good (or at least I can't get it to work very easily). Can anyone recommend a good batch converter? A script for Handbrake to do a batch for all in a specific directory would be useful even.

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  • Inline code from iPhone keyboard [closed]

    - by lc
    When I'm writing a post here or on any of the sister sites (especially SO), I want to use the backquote for inline code blocks. Now, as far as it looks, there doesn't seem to be a backquote (backtick) on the iPhone keyboard. Under the single quote key, I've found two curly/angled quotes, but those (’ and ‘) don't seem to do the trick... So, how do I create an inline code block from iPhone/Safari?

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  • iPhone Exchange Calandar Sync Issues

    - by CT
    I am having problems setting up OTA sync of exchange calendars with a users iPhone at work. I set up her exchange account on the iPhone. Have it set to push. Contacts and Email loads up pretty much instantly. No calendar events. Any ideas?

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  • Windows XP doesn't recognize iPhone as a camera

    - by ines
    My iPhone 3GS doesn´t show up in the Scanners and Cameras tool when I connect it via USB to Windows XP. Nor does the Camera Wizard pop up. How do I make Windows XP detect the device as a Camera? I currently have no way of downloading photos from the iPhone to my computer. iTunes does recognize the device, but it doesn't offer a way to synchronize photos. Thanks for your help.

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  • HowTo use my iPhone as WebServer?

    - by mosg
    Hi. Is there any people who deal with this issue? My iPhone: 3G PS: I'm asking this question, because in not so far future I want to buy new iPhone (3GS or 4G perhaps), and I don't know what to do with my old one. :) PSS: Comments "u can send it to me" or "just sell this old sh't" will not be useful!) Thank you!

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  • Text to speech during IPhone call

    - by Jonathan
    Is there way to be able to type instead of speak during an iPhone call. For example when you text a landline (in the uk at least) the text message will be converted to speech. I would like to be able to do a similar thing in real time on my iPhone to another mobile. For example it would be useful for a mute person who can not speak to be able to "participate" in phone calls.

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  • Creating Apple iPhone/iPod-Like Icons

    - by Daniel
    What is the best way to create apple iPhone/iPod shaped icons, ideally there should be a website that you can upload images to and have an them shaped to the default shape, etc. Does this exists? What is the best way to great these icons? I did find this: http://elitebydesign.com/design-the-itunes-icon-for-the-iphone-and-ipod-touch/ But there should be a batch type program out there somewhere...

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  • Can not get working Lotus Traveler + iPhone

    - by PeterMmm
    The iPhone can connect to the Notes web mail. But when i get to configure ActiveSync the iPhone ask for my "Exchange user password" and then reports "Cannot connect to the server". What could be wrong ? What must run on the server, what is my "Exchange password" the same as the notes web mail password ?

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  • Video format for both iPhone and Android?

    - by Euro N
    Hello, Is there a format that plays both on iPhone and Android? I have been trying to encode videos in MP4 using ffmpeg - however, using libx264 or mpeg4 - the videos either only work in Android, or in iPhone - never both. Is this possible? If yes, what would the parameters be? Thanks

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  • How to stop OpenGL from applying blending to certain content? (see pics)

    - by RexOnRoids
    Supporting Info: I use cocos2d to draw a sprite (graph background) on the screen (z:-1). I then use cocos2d to draw lines/points (z:0) on top of the background -- and make some calls to OpenGL blending functions before the drawing to SMOOTH out the lines. Problem: The problem is that: aside from producing smooth lines/points, calling these OpenGL blending functions seems to "degrade" the underlying sprite (graph background). As you can see from the images below, the "degraded" background seems to be made darker and less sharp in Case 2. So there is a tradeoff: I can either have (Case 1) a nice background and choppy lines/points, or I can have (Case 2) nice smooth lines/points and a degraded background. But obviously I need both. THE QUESTION: How do I set OpenGL so as to only apply the blending to the layer with the Lines/Points in it and thus leave the background alone? The Code: I have included code of the draw() method of the CCLayer for both cases explained above. As you can see, the code producing the difference between Case 1 and Case 2 seems to be 1 or 2 lines involving OpenGL Blending. Case 1 -- MainScene.h (CCLayer): -(void)draw{ int lastPointX = 0; int lastPointY = 0; GLfloat colorMAX = 255.0f; GLfloat valR; GLfloat valG; GLfloat valB; if([self.myGraphManager ready]){ valR = (255.0f/colorMAX)*1.0f; valG = (255.0f/colorMAX)*1.0f; valB = (255.0f/colorMAX)*1.0f; NSEnumerator *enumerator = [[self.myGraphManager.currentCanvas graphPoints] objectEnumerator]; GraphPoint* object; while ((object = [enumerator nextObject])) { if(object.filled){ /*Commenting out the following two lines induces a problem of making it impossible to have smooth lines/points, but has merit in that it does not degrade the background sprite.*/ //glEnable (GL_BLEND); //glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint (GL_LINE_SMOOTH_HINT, GL_DONT_CARE); glEnable (GL_LINE_SMOOTH); glLineWidth(1.5f); glColor4f(valR, valG, valB, 1.0); ccDrawLine(ccp(lastPointX, lastPointY), ccp(object.position.x, object.position.y)); lastPointX = object.position.x; lastPointY = object.position.y; glPointSize(3.0f); glEnable(GL_POINT_SMOOTH); glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); ccDrawPoint(ccp(lastPointX, lastPointY)); } } } } Case 2 -- MainScene.h (CCLayer): -(void)draw{ int lastPointX = 0; int lastPointY = 0; GLfloat colorMAX = 255.0f; GLfloat valR; GLfloat valG; GLfloat valB; if([self.myGraphManager ready]){ valR = (255.0f/colorMAX)*1.0f; valG = (255.0f/colorMAX)*1.0f; valB = (255.0f/colorMAX)*1.0f; NSEnumerator *enumerator = [[self.myGraphManager.currentCanvas graphPoints] objectEnumerator]; GraphPoint* object; while ((object = [enumerator nextObject])) { if(object.filled){ /*Enabling the following two lines gives nice smooth lines/points, but has a problem in that it degrades the background sprite.*/ glEnable (GL_BLEND); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint (GL_LINE_SMOOTH_HINT, GL_DONT_CARE); glEnable (GL_LINE_SMOOTH); glLineWidth(1.5f); glColor4f(valR, valG, valB, 1.0); ccDrawLine(ccp(lastPointX, lastPointY), ccp(object.position.x, object.position.y)); lastPointX = object.position.x; lastPointY = object.position.y; glPointSize(3.0f); glEnable(GL_POINT_SMOOTH); glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); ccDrawPoint(ccp(lastPointX, lastPointY)); } } } }

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  • Xcode duplicate symbol _main .

    - by Prithvi Raj
    I'm getting the following error in Xcode 3.2.1 on Snow Leopard 10.6.2 whenever I try to compile any iPhone application generated by Appcelerator's Titanium . However , the build error only appears when I select iPhone simulator on the architecture menu , and if I select iPhone device , I am able to run the app on my device . Further , the iPhone simulator launches successfully and executes the program directly from the Titanium environment , which uses Xcode to build . Why is this happening ? ld: duplicate symbol _main in Resources/libTitanium.a(main.o) and /Users/prithviraj/Documents/project/Final/build/iphone/build/Final.build/Debug-iphonesimulator/Final.build/Objects-normal/i386/main.o collect2: ld returned 1 exit status Command /Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin/gcc-4.2 failed with exit code 1

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  • how to resume facebook session key after user change facebook password

    - by aviavi
    hey i have iphone application that using facebook connect. users login to the iphone application using facebook connect. and then i receive their sessionKey back to my server, and i am using the sesssionkey to post actions to users wall. the iphone application keeps the user logged in allways. which means that every times the user will open the application, he will not need to make login again. the problem is that, when the user change his facebook password the user sessionKey also changes. and when the user enter to my iphone applicaiton, the user is shown as loggedin, and then i recieve to my server the user old sessionkey, and when i try to post to the user wall facebook tells me that the session is inavlid. it is ok because the user change his password and the session changes too. my question is how can i check in the iphone if the session key has changed ? and if it changes to promote the user to make login again.

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  • iPhone: Save with validation on back navigation

    - by iPhone beginner
    In my iPhone application I have navigation controller, main screen and some edit screens. On edit screen user does some input that has to be validated before I can save it. Ideally I would like to update data automatically on back navigation without additional "Done" button. Can I do some validation and save on back navigation (i.e. when user taps on standard back button) in a way that allows my to stop navigation and show some error message if something is wrong? I see several other possibilities: Create my custom left button and make it looks like standard back. (Why Apple didn't put this button style into public API?) Add "Done" button and save data only if user taps it but both these choices I like much less. So if there is a way to achieve what I want, I'd like to use it.

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  • Simple JPG/HTML Not Showing Up in iPhone

    - by Jascha
    I'm not familiar with iPhones wants and needs, nor do I have one, but a client wants a screen cap of his site to show up when an iPhone user comes around so I created an .htaccess redirect to an iPhone specific page with this bit of code... RewriteEngine on RewriteCond %{HTTP_USER_AGENT} iPhone RewriteCond %{REQUEST_URI} !^/iPhone/ RewriteRule .* /iPhone/ [R] And the html of the iPhone page... <html> <head> <title>Eatamadedia</title> </head> <body style="background-color:#858384;margin:0 auto;"> <img src="../images/iPhonePage.jpg"> </body> </html> The page redirects just fine, but the .jpg doesn't show up. I can't imagine a simpler page. Anyone know what could be preventing the image from displaying? Does the iPhone require headers? The site in question is http://eatamedida.com Thank you in advance for your input. -J

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  • Ipad/Iphone UIActionSheet

    - by SteveU
    Hi All, Ive only posted on here a couple of times and people have been very quick and very helpful when responding so thanks. Im trying to use the UIActionsheet element in my Ipad application. But just to confuse matters im using Cocos2d aswell. But here is my problem. If coding the actionsheet with out cocos2d you would use the following code. [actionSheet showInView:self.view]; However because im using cocos2d and there is no views as such the only thing i can think of to reference is the window.. But this is located in the appdelegate class. ive tried [actionSheet showInView:self.Window]; and i get errors any help?

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  • Can I upgrade UIRequiredDeviceCapabilities from opengles-1 to opengles-2 in iOS app

    - by michael
    Hi I’m upgrading my app from cocos2d-x 1.x to 2.x that means change from OpenGLES 1.0 to 2.0, I've updated my Info.plist settings to reflect the change <key>UIRequiredDeviceCapabilities</key> <dict> <key>accelerometer</key> <true/> <key>opengles-2</key> <true/> </dict> Change from opengles-1 to opengles-2 But while installing application from XCode 4.5 GM (the older version was compiled with prevoius XCode) I receive error: Could not change executable permissions on the application

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  • CCSprite following a sequence of CGPoints

    - by pgb
    I'm developing a line drawing game, similar to Flight Control, Harbor Master, and others in the appstore, using Cocos2D. For this game, I need a CCSprite to follow a line that the user has drawn. I'm storing a sequence of CGPoint structs in an NSArray, based on the points I get in the touchesBegin and touchesMoved messages. I now have the problem of how to make my sprite follow them. I have a tick method, that is called at the framerate speed. In that tick method, based on the speed and current position of the sprite, I need to calculate its next position. Is there any standard way to achieve this? My current approach is calculate the line between the last "reference point" and the next one, and calculate the next point in that line. The problem I have is when the sprite "turns" (moves from one segment of the line to another). Any hint will be greatly appreciated.

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  • "Expected specifier-quantifier-list before b2Body" error in XCode

    - by Zeophlite
    I'm trying to derive class from CCSprite to store the sprites reference to its corresponding b2Body, but I've get the following errors (comments in Code) BoxSprite.h #import <Foundation/Foundation.h> #import "Box2D.h" #import "cocos2d.h" @interface BoxSprite : CCSprite { b2Body* bod; // Expected specifier-quantifier-list before b2Body } @property (nonatomic, retain) b2Body* bod; // Expected specifier-quantifier-list before b2Body @end // Property 'bod' with 'retain' attribute must be of object type BoxSprite.m #import "BoxSprite.h" @implementation BoxSprite @synthesize bod; // No declaration of property 'bod' found in the interface - (void) dealloc { [bod release]; // 'bod' undeclared [super dealloc]; } @end I was hoping to create the sprite and assign the body with: BoxSprite *sprite = [BoxSprite spriteWithBatchNode:batch rect:CGRectMake(32 * idx,32 * idy,32,32)]; ... sprite->bod = body; // Instance variable 'bod' is declared protected Then access the b2Body by: if ([node isKindOfClass:[BoxSprite class]]) { BoxSprite *spr = (BoxSprite*)node; b2Body *body = spr->bod; // Instance variable 'bod' is declared protected ... }

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  • Can we change dynamically the interval of "schedule" ?

    - by micropsari
    Hello, I'm making a game on iPhone using cocos2d, and I have a question. In my init method I'm doing this : [self schedule:@selector(newMonster:) interval:1]; It create a new monster every second. But I'd like that the interval change over time. For example : -The 10 first seconds of the game: a new monster appears every 1 second. -Then for 10 seconds: a new monster appears every 0.8 second. -And after every 0.5 second... How can I do that? Thanks !

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  • When we should use NSThreads in a cocoa Touch ?

    - by srikanth rongali
    I am writing a small game by using cocos2d. It is a shooting game. Player on one side and enemy on other side. To run the both actions of player shooting and enemy shooting do we should use threads ? Or can we do without using them. At present I am not using threads. But I can manage to do both actions of player and enemy at same time. Should I use threads compulsory good performance ? Or am I doing wrong without using threads ? Please help me from this confusion. Thank you.

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  • Seperation of drawing and logic in games

    - by BFree
    I'm a developer that's just now starting to mess around with game development. I'm a .Net guy, so I've messed with XNA and am now playing around with Cocos2d for the iPhone. My question really is more general though. Let's say I'm building a simple Pong game. I'd have a Ball class and a Paddle class. Coming from the business world development, my first instinct is to not have any drawing or input handling code in either of these classes. //pseudo code class Ball { Vector2D position; Vector2D velocity; Color color; void Move(){} } Nothing in the ball class handles input, or deals with drawing. I'd then have another class, my Game class, or my Scene.m (in Cocos2D) which would new up the Ball, and during the game loop, it would manipulate the ball as needed. The thing is though, in many tutorials for both XNA and Cocos2D, I see a pattern like this: //pseudo code class Ball : SomeUpdatableComponent { Vector2D position; Vector2D velocity; Color color; void Update(){} void Draw(){} void HandleInput(){} } My question is, is this right? Is this the pattern that people use in game development? It somehow goes against everything I'm used to, to have my Ball class do everything. Furthermore, in this second example, where my Ball knows how to move around, how would I handle collision detection with the Paddle? Would the Ball need to have knowledge of the Paddle? In my first example, the Game class would have references to both the Ball and the Paddle, and then ship both of those off to some CollisionDetection manager or something, but how do I deal with the complexity of various components, if each individual component does everything themselves? (I hope I'm making sense.....)

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