Search Results

Search found 2893 results on 116 pages for 'ios learner'.

Page 6/116 | < Previous Page | 2 3 4 5 6 7 8 9 10 11 12 13  | Next Page >

  • How to avoid big and clumsy UITableViewController on iOS?

    - by Johan Karlsson
    I have a problem when implementing the MVC-pattern on iOS. I have searched the Internet but seems not to find any nice solution to this problem. Many UITableViewController implementations seems to be rather big. Most examples I have seen lets the UITableViewController implement <UITableViewDelegate> and <UITableViewDataSource>. These implementations are a big reason why UITableViewControlleris getting big. One solution would be to create separate classes that implements <UITableViewDelegate> and <UITableViewDataSource>. Of course these classes would have to have a reference to the UITableViewController. Are there any drawbacks using this solution? In general I think you should delegate the functionality to other "Helper" classes or similar, using the delegate pattern. Are there any well established ways of solving this problem? I do not want the model to contain too much functionality, nor the view. I believe that the logic should really be in the controller class, since this is one of the cornerstones of the MVC-pattern. But the big question is: How should you divide the controller of a MVC-implementation into smaller manageable pieces? (Applies to MVC in iOS in this case) There might be a general pattern for solving this, although I am specifically looking for a solution for iOS. Please give an example of a good pattern for solving this issue. Please provide an argument why your solution is awesome.

    Read the article

  • How bad would be to focus on iOS/Android development for an indie developer?

    - by kender
    After some time developing games for others I'm thinking of moving towards my own productions. My background is 10+ years of software development, with last 2 years spent on the iOS development (Objective-C and CoronaSDK). With my current experience in Corona I can quickly develop for iOS and Android systems. And this is something that I'm probably gonna do with several of the game ideas I have, at least for the prototype part. But - I'm wondering if it's not a bad idea to focus on those 2 systems only. After all there are other mobile platforms, there are PCs, Macs and Linux boxes... All of them having gamers using them. I was wondering if it wasn't a good idea to try some other SDK, giving me more flexibility when it comes to platform-independance. There's Unity3D (I think I can develop a 2D game in it though), there's MoAI from what I checked. I see a few options, not sure which one is best as I have little experience in this field (publishing own games): Stick with CoronaSDK for the whole time, release for iOS and Android platforms, screw other mobile devices and PCs, Use Corona for prototyping, then when the idea goes more into the "production" phase rewrite it in MoAI or Unity3D for more platforms support, Start with one of those 2 SDKs right now (which means the prototype phase will be delayed a bit, but after that I can jump right into real coding). Any clues here, what to do?

    Read the article

  • *nix shell with IOS style completion?

    - by Kyle Brandt
    Is there a Linux shell that will let you type less than full commands as you can with Cisco IOS, at least for the first command (and not its arguments)? I haven't really thought enough if this is actually a good thing, but might be fun to play with :-)

    Read the article

  • UISearchDisplayController's full-screen background intercepts touch events in iOS 7

    - by tba
    I have a UITableview that doesn't take up the whole screen (screenshot). Everything worked fine in iOS 6. But in iOS 7, when the user searches, the search result table takes up the whole view (screenshot). To fix this, I tried setting the frame manually as described in this answer. The appearance is now correct (screenshot), but now the "<" button in the top left doesn't receive tap events when the search results table is displayed. It seems the searchResultsTableView is adding a full-screen background view that is intercepting touch events. To prove this, I added this code to didShowSearchResultsTableView: controller.searchResultsTableView.superview.backgroundColor = [UIColor blueColor];` This screenshot confirms my hypothesis. How can I fix this to allow the "<" button to receive tap events? I want to avoid modifying controller.searchResultsTableView.superview so that my change doesn't break in future versions of iOS. And what change in iOS 7 caused this behavior to start happening?

    Read the article

  • RAW key generation in IOS with AES

    - by sudheer
    I am novice to the cryptography in ios . I got a requirement to convert android encryption code into IOS . Below is the android code part. I need that in IOS . Can any one please help me out in this . I need this below android code in IOS. private static byte[] getRawKey(byte[] seed) throws Exception { KeyGenerator kgen = KeyGenerator.getInstance("AES"); SecureRandom sr = SecureRandom.getInstance("SHA1PRNG"); sr.setSeed(seed); kgen.init(256, sr); SecretKey skey = kgen.generateKey(); byte[] raw = skey.getEncoded(); return raw; }

    Read the article

  • iOS sample projects to learn from

    - by DerMike
    I am just starting iOS development. I read some tutorials, watched stuff on iTunes U and wrote some sample code myself. Now I want to take the next step. I want to learn about best practices for iOS development in XCode. Are there any well written and well organized iOS projects that one could take a look at? (As I see it, iOS is not exactly the place for open source enthusiasts, however.) Thanks Mike.

    Read the article

  • App closes after facebook login in IOS 5

    - by Aromal Sasidharan
    I am using facebook sdk 3.1 framework for my application. The login process works successfully and returns to the app after facebook login both in simulator(iOS 6.0 and 5.0) and in iPad(iOS 6). But When the same is deployed in IPad with IOS 5, after login, it does not return back to my application and shows a blank white Screen or sometimes my application closes. I dont know what went wrong in iOS 5 and facebook sdk 3.1 framework, also i am not getting any logs to debug... Please help Iam using this code for login NSArray *permissions = [[NSArray alloc] initWithObjects: //@"user_likes", //@"read_stream", @"publish_stream", @"user_events", @"read_friendlists", @"user_birthday", @"email", nil]; [FBSession openActiveSessionWithPermissions:permissions allowLoginUI:YES completionHandler: ^(FBSession *session, FBSessionState state, NSError *error) { NSLog(@"state %d", state); [self sessionStateChanged:session state:state error:error]; }];

    Read the article

  • TabBars and iOS 7

    - by MichaelScaria
    I have a UITabbarController that I'm pushing another controller on top of using a UINavigationController. On iOS 6 and below, the tabBar of the parent controller slides away and the toolbar of the new view controller is presented. But on iOS 7 the tabBar doesn't animate away even if I run the code [self.navigationController setToolbarHidden:YES animated:NO]; EDIT - Okay I narrowed my problem to iOS 7 not respecting the hidesBottomBarWhenPushed property, I followed the answers in hidesBottomBarWhenPushed ignored in iOS 7 but it didn't work. The view that is pushed has a toolbar with buttons and the buttons are responding to touches, it's just that the tabBar is on top of the toolbar.

    Read the article

  • Create Static Library iOS Error

    - by bit-whacker
    This is FIrst time i try to create Cocoa Touch Static Library and follow these steps. Create New Project with Cocoa Touch Static Library named it By default i got single class with Demo.h and Demo.m. 2.Create a public function in .h and implement it in .m. 3.Select iOS Device and press cmd + B. 4.Copy Demo.a from products and the .h file drop it in my iOS App where i want to use it. 5.Then Import Demo.h and try to call the function that i wrote. Issue When try to Run the project showing this error. ld: warning: ignoring file /Users/Zenga/Documents/iOS/Static Library/myAppwithLib/Demo.a, file was built for archive which is not the architecture being linked (i386): /Users/Zenga/Documents/iOS/Static Library/myAppwithLib/Demo.a Undefined symbols for architecture i386: "_OBJC_CLASS_$_Demo", referenced from: objc-class-ref in ViewController.o ld: symbol(s) not found for architecture i386 clang: error: linker command failed with exit code 1 (use -v to see invocation) Please help if anyone have any idea about it.

    Read the article

  • What difference with Android when iOS is not open?

    - by hqt
    My question may seem silly, but, I've read in many Android books that the better part of Android is Android is open, and iOS is closed. But, from a programmer viewpoint, who cares about this point? Programmers just care about the platform: is it easy to program in, easy to have help in the network, etc. They don't care about whether the platform is open or closed. One book had additional information, but I don't understand it much. Since iOS is not open, I’d be able to share my work with others only if Apple allowed it. So, if you write an app, and need to share, you must have Apple's permission, but not Android's? Please help me understand this point. I'm preparing for a presentation on Android. And I don't know if I should put this point into my presentation.

    Read the article

  • Is it normal to these Xcode prompts/errors when you deploy to IOS Simulator from Unity?

    - by Greg
    Just trying out the IOS build process.... Is it normal to see: Q1 - "upgrade to latest project format - project currently in Xcode 3.1 format, this will upgrade to 3.2" - just click OK and let Xcode do it's stuff? Q2 - same as Q1 but this time for the message "Remove obsolete build settings - will remove the build setting PREBINDING" Q3 - also when deploying to "Lastest IOS Simulator" you get the Simulator target produced, but also a non-simulator target which has lots of errors. So I assume you just ignore this target and not use it in Xcode correct? (i.e. just use the simulator target that is produced) Q4 - get a lot of warning after the simulator target is built? program works ok however.... Images For Q1 and Q2: For Q4: Settings used in Unity: Errors I see in XCode:

    Read the article

  • How to determine most stable Cisco IOS release?

    - by Chris J
    This post is about a Catalyst 4948E switch. I was looking on the download page and realized that there are no "GD" versions available. Are the "ED" versions stable? Even if you change "ED" to "GD" in the URL the IOS images are still the same. http://www.cisco.com/cisco/software/release.html?mdfid=283027810&flowid=3592&softwareid=280805680&release=15.1.1-SG2&relind=AVAILABLE&rellifecycle=ED&reltype=latest Is 15.1 as reliable as 15.0? My devices are currently on the 12.2 train. Is there anything special to upgrade to one of the 15.x trains? Are the configurations compatible.

    Read the article

  • Multimedia PDF (Audio, Video and Links) That works on Desktop and iOS

    - by Keefer
    We've got a client that wants to have a PDF that has embedded audio, video and links. Using Acrobat Pro 9.x I've been able to embed all three no problem. They all work/playback if I use Acrobat Pro/Acrobat Reader. But don't show up in OS X's Preview at all. They also don't show up in iOS. Links work everywhere, but no multimedia. So I tried creating a similar document via Apple's iBooks Author, then exported as a PDF. Links work, but multimedia doesn't seem to work anywhere. Is there any way to make a PDF that works universally with embedded links and multimedia?

    Read the article

  • What causes the iOS OpenGLES driver to allocate extra memory?

    - by Martin Linklater
    I'm trying to optimize the memory usage of our iOS game and I'm puzzled about when/why the iOS GLES driver allocates extra memory at runtime... When I run our game through Instruments with the OpenGL ES Driver instrument the gartUsedBytes value can fluctuate quite wildly. We preload all our textures and build the buffer objects up front, so it's not the game engine requesting extra memory from GL. Currently we are manually requesting around 50MB of GL memory, yet the gartUsedBytes value sits at around 90MB most of the time, peaking at 125MB from time to time. It seems to be linked to what you are rendering that frame - our PVS only submits VBO's for visible meshes. Can anyone shed some light on what the driver is doing in the background ? Like I said earlier, all our game engine allocations are done on level load, so in theory there shouldn't be any fluctuation on GL memory usage while the level is running. Thanks.

    Read the article

  • Most effective marketing strategy to promote a casual iOS game?

    - by user1114968
    So I posted this on another forum yesterday but that forum got suspended for malware so gotta wait for the webmaster to fix the site. Here's the basics: We've released a press release through PRMac that included a video review. Submitted and followed up on all the big iOS review sites. None of them replied back with interest. A lot of them just told me that their editors are volunteers who will review games that are "interesting to their readers" and that they would put my app "into consideration" The only site that reviewed our app and promoted virally was iPhoneAppReview.com which we paid. We promoted on the top iOS forums We are now doing in-app advertising through inMobi and are integrating the SDK code into our app to start doing Tapjoy We posted up our gameplay videos on YouTube Any marketing strategies that anyone can suggest or recommend that we haven't used yet? If anyone wants to try out our game and give feedback on the game or the site or anything, that would be great! Our target countries are Japan, China, and the US.

    Read the article

  • What is the most secure way to "Grandfather In" existing users of a paid iOS app that will go free?

    - by coneybeare
    The title pretty much says it all, but I can elaborate. I have a paid iOS app that has plenty of existing customers. I think i want to convert to a free app now, and allow full upgrade via in-app-purchase. The problem is, I don't want to make my existing customers buy the app again to use it, nor do I want to make it easy for hackers to just flip a switch and get the pro version. What is the most secure way to "Grandfather In" existing users of a paid iOS app that will go free?

    Read the article

  • 2D animations for Android, IOS, web

    - by David Phillips
    Working on Windows 7 platform, I'm interested in creating an app that could run on Android devices (phone or tablet), IOS devices (iPhone, iPad), and the web. First target would be Android. Do you remember those old Arthur Murray footstep diagrams to teach dancing? I want to do the same thing, but animate the steps, so the user can play them all, as well as step forward or backward thru them at their own pace. Perhaps one could generate an animated GIF and then play it on the platform. So there would seem to be two parts to this: 1) A good way to generate the animation images. I can, for example, see using SketchUp - something I know - for this. But is there something better it would be worth investing in? And, 2) How to play the result, including options for playback speed control, and even forward/backward stepping? Ideally a single, or easily adaptable player to the three different OS platforms.

    Read the article

  • IOS not saving evaluate rule in access-list

    - by DeeJay1
    Hi. I have a basic firewall set up on an pretty od IOS in form of IPv6 access list exterior-in6 evaluate exterior-reflect sequence 1 permit ipv6 any host [my external address] sequence 10 permit tcp any host [my internal address] eq 22 sequence 11 permit icmp any any sequence 800 permit udp any any range 6881 6889 sequence 900 permit tcp any any range 6881 6889 sequence 901 deny ipv6 any any sequence 1000 IPv6 access list exterior-out6 permit ipv6 [my internal subnet] any reflect exterior-reflect sequence 10 Unfortunately the evaluate exterior-reflect sequence 1 line seems to get lost after each reboot, leaving my internal network without access. Any ideas?

    Read the article

  • meeting availability using iPhone/iOS calendars

    - by Jaymie
    Our management team all use iPhones with the built-in iOS calendar app. We're looking into getting Microsoft Exchange for everyone here, but that'll take us some weeks to plan and roll-out across the enterprise. In the meantime, I need to provide something so group meeting availability can be determined from those calendars. Google Calendar would be ideal ("find a time") if I could find a way to link to/export the iCloud calendars, but Apple don't seem to want to do that. I could ask the management team to recreate their events for the next few weeks in individual Google Calendars, but they won't want to do that and it's wasteful rekeying of data. Any suggestions you can provide will be gratefully received.

    Read the article

  • Can a local multiplayer iOS game display differently for each device?

    - by Rahil627
    I've seen games which display different data for two devices, but not more than two. If possible, can it be accomplished using GameKit? EDIT: More specifically, I was thinking local multiplayer via bluetooth or wi-fi on an iOS device. Most games I've seen display the same screen synchronized across all of the devices. I understand games that network across the internet do this, often using a server, but I haven't seen any examples of a 3+ device local multiplayer iOS game. I just want to make sure it wasn't some kind of limitation.

    Read the article

  • How far can you get in iOS without learning PhotoShop or another graphic design program? [on hold]

    - by Aerovistae
    I'm in the process of learning iOS, and I'm coming from a web dev background where CSS controls 70-90% of the UI, and Python/C++ desktop dev where there are highly customizable UI toolkits for most things. I'm trying to figure out how people make good-looking apps without graphic design skills. You always hear about some 8 year old or 14 year old who made a successful app. So I assume that even if the required code was relatively basic, the app must have looked good if it was a success. But I find it really unlikely that these kids have advanced PhotoShop skills as well as having learned iOS programming at such a young age. Frankly, the same goes for most independent app developers....as they say, unicorns don't exist. So what's the deal? Can you make a good-looking, market quality app without those skills? What are the limitations?

    Read the article

  • Things to do to port game made for iOS in Unity to Android?

    - by 2600th
    I have just made my first game for iOS and submitted it to app store. I was thinking of porting my game to Android also. I would like to know things one need to do/remember to port game made for iOS in Unity to Android. How to handle different screen resolutions and pixel densities, optimizations required, etc. Any other suggestions and important things you think I should know? EDIT: Also, should I handle builds according to device resolutions or by pixel density?

    Read the article

  • iOS 6 in-app email does not send from within any app that supports it

    - by Joe Termine
    A strange problem -- Last night I upgraded to the final release of iOS 6 on my iPhone 4S and my iPad 2. When I open an app that allows you to send emails from within the app (e.g. adobe Reader, TurboScan, etc.) -- doesn't matter which one -- I am prompted with the email dialog from within the app, I can compose the message, but when I go to send one of two things will happen: either the email sending sound will "swoosh" and the dialog will close (leading me to think it worked) or some apps with good error handling will say there is an "error sending email." The error logs on my device are not reporting errors. It's just that the email doesn't really send. I have two Exchange mail boxes on these devices. One connects to a corporate network hosting on-premise exchange 2007 and the other connects to Gmail over the exchange interface. Have attempted to delete and re-pair these accounts (one at a time) without any change. I'm wondering if others are experiencing this problem, or whether I should just wipe the devices and chalk it up to (another) failed upgrade. Thoughts much appreciated. Joe

    Read the article

  • Delay NTP Initialisation, Cisco 877W, IOS 12.4(24)T1

    - by Mike Insch
    I have a Cisco 877W which I'm using for my home ADSL connection (and as a refresher in Cisco IOS). I've got a working config in-place with my PPPoA connection coming online correctly, and VLANs and other settings configured as I want them, but I can't crack the NTP configuration. For NTP, I have the following defined ntp server 0.uk.pool.ntp.org source Dialer0 ntp server 1.uk.pool.ntp.org source Dialer0 ntp server 2.uk.pool.ntp.org source Dialer0 ntp server 3.uk.pool.ntp.org source Dialer0 This setup works fine when issued in Global Configuration Mode when the Dialer0 interface (ATM0.1) is up. The configuration fails at startup though: Translating "1.uk.pool.ntp.org"...domain server (208.67.222.222) (208.67.220.220) ntp server 1.uk.pool.ntp.org source Dialer0 ^ % Invalid input detected at "^" marker. This is repeated for the other servers defined. Obviously the DNS lookup for the server(s) fails because the DNS servers cannot be accessed because the external interface is not yet online. Is there a way to delay the NTP configuration until afte the Dialer0 interface is fully initialised? Can the NTP commands be triggered by the Line Protocol on the Dialer0 interface transitioning to the up state? Alternatively, can the NTP commands be delayed for 5 minutes after the router has finished initialising? Any advice, or pointers to useful documentation or examples gratefully received ...

    Read the article

  • Cisco IOS BVI ACL: Only allow established UDP

    - by George Bailey
    Related: Cisco IOS ACL: Don't permit incoming connections just because they are from port 80 I know we can use the established keyword for TCP.. but what can we do for UDP (short of replacing a Bridge or BVI with a NAT)? Answer I found out what "UDP has no connection" means. DNS uses UDP for example.. named (DNS server) is lisenting on port 53 nslookup (DNS client) starts listening on some random port and sends a packet to port 53 of the server and notes the source port in that packet. nslookup will retry 3 times if necessary. Also the packets are so small that it does not have to worry about them coming in the wrong order. If nslookup receives a response on that port that comes from the servers IP and port then it stops listening. If the server tried to send two responses (for example a response and a response to the retry) then the server would not care if either of them made it because the client has the job to retry. In fact.. unless ICMP 3/3 packet gets through the server would not know about a failure. This is different from TCP where you get connection closed or timed out errors. DNS allows for an easy retry from the client as well as small packets.. so UDP is an excellent choice because it is more efficient. In UDP you would see nslookup sends request named sends answer In TCP you would see nslookup's machine sends SYN named's machine sends SYN-ACK nslookup's machine sends ACK and the request named's machine sends the response That is much more than is necessary for a tiny DNS packet

    Read the article

< Previous Page | 2 3 4 5 6 7 8 9 10 11 12 13  | Next Page >