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  • iPhone SDK: How to add multiple labels to table cell?

    - by iPhone Developer
    I am trying to create a custom table cell that conveys these data fields. a.) Name b.) Address1 c.) Address2 d.) Phone In the table cell these fields should appear centered one after another. Another requirement is that each of those fields be a different font and color. For that reason, I was thinking of creating labels and attaching them to the cell but I haven't had much luck getting this working. My question is, can this be done? If so, what is the general approach to follow? Any pointers or links to examples greatly appreciated.

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  • HTML5 mobile game development vs. native game apps

    - by Vic Szpilman
    What is the current state of game engines, frameworks, libraries and conversions related to the HTML5 set of technologies (including CSS3 and JavaScript libraries such as RaphaelJS, Impact, gameQuery); and how does the best of that compare with developing a native app (especially for iOS and Android)? Especially in terms of performance, visuals and getting that "native feel". Thoughts on solutions such as Appcelerator and Corona SDK are also appreciated. In regards to Unity3D, is it possible to develop in it and still have the game be playable on a browser (such as current releases of Chrome or Firefox, at least) without any dependencies or having the user install anything (no unity web player). What I'm looking for is how to develop in web standards as to reach the maximum number of platforms (including outside mobile) while still retaining a native experience for mobile without having to implement the game anew for iOS and Android.

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  • How does copyrights apply to source code header files?

    - by Jim McKeeth
    It seems I heard that header files are not considered copyrightable since they can only be written one way (like a list of ingredients or facts). So a header file for a specific DLL will always look the same when written in a given programming language. Unfortunately I can't find any resources to back this up. So if a vendor provides an SDK with headers in one programming language, and then those headers are translated into another programming language by a third party. Does the 3rd party need permission from the vendor to provide the header translation? Who owns the copyright on the translation? Isn't it a derivative work still owned by the vendor, or is there no copyright, like a list of ingredients? Does this vary from jurisdiction to jurisdiction?

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  • Continue with Java for pc or go to android? [on hold]

    - by Chris London
    so I have been learning java from Deitel's learn java 9th edition. I am up to GUI's and a have a pretty good grasp on OOP etc. I want to go straight to the mobile app development scene, I believe I will learn a fair bit there on using API's, and other tools to develop apps. I am not sure weather I should carry on with PC coding (GUI's etc etc) or skip it all and go direct to learning the Android SDK. So, should I carry on, learn about sockets, writing and reading files, GUI's for PC etc or get a book and jump into android? Thanks a lot guys.

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  • Android SDK emulator freezes on a Mac running OS X 10.6 Snow Leopard

    - by Donald Burr
    I'm having trouble running the Android SDK on both of my Macs running OS X 10.6.2 Snow Leopard. This appears to be a 64 bit vs. 32 bit issue, as Snow Leopard now defaults to 64-bit everything, including the Java virtual machine. I found this webpage with instructions on how to get the Android tools to run in the 32-bit Java VM, and I am now able to run the Android GUI tool to download SDK files, create AVM's, etc. However, when I try the Hello World tutorial and get to the point where I run my application under the Android emulator, everything goes south. The emulator appears to start but it hangs (spinning beachball of death cursor) without displaying anything. (This only hangs the emulator; the rest of the system still works fine.) If I follow the exact same steps (minus the 32-bit java hack) in a Windows virtual machine, everything works fine. Googling didn't yield anything useful (except for the 32-bit java hack I spoke of earlier). This occurs on both my Mac Pro tower and 13" MacBook Pro. Does anyone have any suggestions?

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  • What tools should I consider if my aim is to make a game available to as many platforms as possible?

    - by Kenji Kina
    We're planning on developing a 2D, grid-based puzzle game, and although it's still very early in the planning stages, we'd like to make our decisions well from the beginning. Our strategy will be to make the game available to as many platforms as possible, for example PCs (Windows, Mac and/or Linux), mobile phones (iPhone and/or Android based phones), game consoles (XBLA and/or PSN) PC will have an emphasis, but I believe that's the most flexible platform so that shouldn't be a problem. So, what programming language, game engine, frameworks and all around tools would be best suited for our goal? P.S.: I'm betting a set of tools won't cover ALL of them, and that there will still be some kind of "translating" effort for some platforms, but we'd like to know what the most far reaching are.

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  • Paying a developer in stock/fixed rate? [closed]

    - by user51648
    I have an idea for a cross platform application. It will require knowledge of several different languages, web development, and system administration/IT. I don't personally code, but I want to pay professionals to do it. I'm wondering how I should go about paying them. Yes, this will be a large project, but I want it done ASAP. Is it ok if I don't pay them by the hour? I really want it to be a set price. Also, is it reasonable to pay them in stock of the company? Like, 20%? P.S. How do I know how big a project will be in order to give the devs themselves an idea?

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  • What tools should I consider if my strategy is to make a game available to as many platforms as possible?

    - by Kenji Kina
    We're planning on developing a 2D, grid-based puzzle game, and although it's still very early in the planning stages, we'd like to make our decisions well from the beginning. Our strategy will be to make the game available to as many platforms as possible, for example PCs (Windows, Mac and/or Linux), mobile phones (iPhone and/or Android based phones), game consoles (XBLA and/or PSN) PC will have an emphasis, but I believe that's the most flexible platform so that shouldn't be a problem. So, what programming language, game engine, frameworks and all around tools would be best suited for our goal? P.S.: I'm betting a set of tools won't cover ALL of them, and that there will still be some kind of "translating" effort for some platforms, but we'd like to know what the most far reaching are.

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  • Physics from other games

    - by Carlosrdz1
    I'm making a platform engine with XNA Game Studio, and I've solved almost everything about colliding stuff. But now, I'm searching for good physics for the player, I'm trying to emulate characters from other games like Mario from Super Mario World, or MegaMan X... do you know a website or something, where the physics from that games are revealed? I remember seen a page with something like that. Or what's the process you think is the best to emulate physics from other games? Just trial and error? Thank you.

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  • All-around programming language for use on desktop and mobile devices

    - by mdm414 ZX
    Given that I am a PHP programmer and open-source is a must, what would be the best and practical programming language to use for all of the following: A desktop/cross-platform application. I've read that with HTML5, creating offline apps are possible? A web application. Android and iPhone/iPad apps. I am leaning towards using Python but I am not sure if it is possible to use it alone for all of them. There are other languages that I am also looking at like Ruby, Scala and Java. Kindly share your thoughts and experiences on this one. Thanks :-)

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  • What tools should I consider if my aim is to make a game available to as many platforms as possible?

    - by Kensai
    We're planning on developing a 2D, grid-based puzzle game, and although it's still very early in the planning stages, we'd like to make our decisions well from the beginning. Our strategy will be to make the game available to as many platforms as possible, for example PCs (Windows, Mac and/or Linux), mobile phones (iPhone and/or Android based phones), game consoles (XBLA and/or PSN) PC will have an emphasis, but I believe that's the most flexible platform so that shouldn't be a problem. So, what programming language, game engine, frameworks and all around tools would be best suited for our goal? P.S.: I'm betting a set of tools won't cover ALL of them, and that there will still be some kind of "translating" effort for some platforms, but we'd like to know what the most far reaching are.

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  • Best language for crossplatform app with GUI [on hold]

    - by Jeremy Dicaire
    I've decided to finally get rid of all Microsoft crap and switched to linux yesterday (It feels so good!) I'm looking for a way to create a cross-platform app with a GUI using an open-source language. I came across python with qt4 (or qt5). I give a thought to Java but it's a memory eater... I'm wondering which other good options is available before starting my journey with those 2 and which tools are good to help me code. I'm currently using Eclipse for all my programming needs. Your help is appreciated! Have a nice day

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  • Develop for Desktop and Mobile at once

    - by Hola Soy Edu Feliz Navidad
    I need to develop a programm that is going to read some information from a special USB device and access information via Web Socket (socket.io preferred). My client wants to deploy this app on Mac OS X, Windows, Android and iOS. I was looking for development softwares valid for both: Desktop and Mobile, but it is still not clear for me and that´s what I found. Unity - Looks very good but to create a native plugin for reading from the device it lloks like I need the PRO edition. Adobe Air - Looks good but I´m not sure if I can write Native Plugins for all wanted platforms. LiveCode - Still inmature (lots of bugs) and I don´t know if it is possible to write native plugins for my device. Is there any other good platform for my case? What´s your option?

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  • Xcode Link Frameworks "Relative to Current SDK" Doesn't Work When Mixing Mac Framework and iPhone St

    - by bl4th3rsk1t3
    I have a framework of code I maintain. It's got mac and iphone objective-c code. And some of it is shared. I'm not having any problems with code. It's a problem with Xcode. Let's just call my framework "AwesomeKit" for this problem. The first thing I did was create an xcode Framework project called "AwesomeKit". Add source files to it, link against the common mac frameworks: foundation, cocoa, carbon, etc. It compiles fine. Then, add a new "static library" target, let's call it "AwesomeKit-iPhone" and set the base SDK in the build settings to iphone device 3.1.3. The problem comes when I try to add "Existing Frameworks" to the AweseomKit-iPhone target. -First change the current build target to AwesomeKit-iPhone. -Right click on any group and select "Add Existing Frameworks..." -Choose UIKit.framework UIKit will immediately be highlighted red, as if it's missing. It is indeed missing because Xcode uses the "Relative SDK" setting from the "Mac OS 10.6" SDK. When it should be using it relative to the current target's base sdk iphone device 3.1.3. What the heck? Has anyone experienced this? This is really annoying.

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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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  • Android SDK not recognizing debug-able device.

    - by kal.zekdor
    I'm new to Android development, and am attempting to run a test application on my actual device. I followed the instructions at http://developer.android.com/guide/developing/device.html (and related links), but the Android Debug Bridge (adb) doesn't recognize my connected device. Some quick background info, I'm running WinXP, developing with Eclipse, with a Motorola Droid running Android 2.1 as my physical device. An overview of the steps I've taken: Installed the Android SDK, downloading all necessary packages. Enabled USB Debugging on my device. Connected Device via USB, installing the driver from the SDK folder. I'll stop here (though I continued to setup my application to be debug-able in Eclipse), because I at this point I noticed a problem. Running "sdk\tools\adb devices" at this point (at least, by my understanding), should list my device as connected. However, running this yields only: List of devices attached My device recognizes that it's connected to a computer in debug mode, and my computer recognizes the device. However, I can't seem to get the sdk to recognize it. I'll leave out the steps I used to setup Eclipse for debugging on a device, as it doesn't seem relevant to the problem. I'll include them if requested. If anyone has any ideas, I'd greatly appreciate some assistance. Thanks in advance for your time.

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  • Develop for Desktop and mobile use?

    - by ran2
    I am in the very beginning of developing an app / desktop program. I want it to be cross-platform and possibly also as a tablet version (preferably Android Icecream sandwich). Note that I need to run it offline. I thought about the following approaches: ADOBE Air, since I do not need much performance. Plus I did some web programming in the past which might be of some use. Afaik it would run on OS X and Windows and should run on mobile OSes, too. Qt. Found some nice Qt based desktop recently and read it also works on android. Plus I like the SDK. HTML5 / JS. Again my web background should help me here. I wont need no sever side scripts, thus it should work without installing anything but a browser. How easy could this be converted into an Android app? There might be a plethora of other (better) ways to do it, but I haven't thought of them yet. Can you help out? How would you create such an application. Would it be better to do some pure desktop client and then create tablet versions? Would you rather start to create a website and worry later on how to turn into an app?

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  • 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?

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  • Build and test on 2.2.1 iPod Touch with XCode 3.2.2?

    - by slewis
    I've just installed Xcode 3.2.2 with iPhone SDK 3.2 Beta 5 (Snow Leopard) This version of Xcode didn't come with any iPhone SDKs older than 3.0. But I want to create an app that runs on all devices from iPhone OS 2.2.1 - 3.1.3. I managed to add older SDKs into Xcode by downloading iPhone 3.1.3 with Xcode 3.1.4 and installing each 2.x SDK from the 'Packages' folder in the .dmg. So now I can select 2.2.1 as 'iPhone OS Deployment Target' and the 'Base SDK' as 3.1.3, and the app will build (thus letting me use 3.1.3 APIs with conditional coding whilst still running on 2.2.1 devices). But the problem is the app will not install and run on my 2.2.1 iPod Touch. Instead, Xcode tells me 'No provisioned iPhone OS device is connected'. If I bring up the Organizer, in the left column, the iPod Touch has an orange sphere next to it, instead of green, and clicking on this reveals: 'The version of iPhone OS on “iPod touch” is too old for use with this version of the iPhone SDK. Please restore the device to a version of the OS listed below' I'm not sure how to get this version of the SDK to support 2.2.1. (It needs to be this download of XCode/iPhone SDK because I also want it to be a universal binary so it runs on the iPad with a minimum of fuss).

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  • Managed LAMP platform for maximizing availability and global reach, not scalability

    - by user66819
    Assume a Linux/Apache/MySQL/PHP application for a small base of registered users. With small userbase, there are no traffic peaks so the scalability that cloud platforms offer is not imperative. But the system is mission-critical, so availability is the primary goal. Users are also distributed across Asia, Europe, and US, so multiple server locations that minimize users' network hops would be highly desirable. The dream: a managed VPS platform where we would configure a single server (uploading PHP and other files, manipulating database, etc.), and the platform would automatically mirror the server in a handful of key places around the world (say one on each US coast, one in Europe, one in east Asia). File system synchronization and MySQL replication would happen automatically. Core operating system is managed, so we don't need to do full system administration and security, and low-level backups are also done by service provider, though we also do our own backups as well. Couple this with some sort of DNS geo-detection, so users are routed to the nearest operational server... with support for https, of course. Does such a dream exist? If not, what are some approaches to accomplish the same end with minimal time investment and minimal monthly hosting costs?

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  • Flex builder3 is not generating html wrapper when targeting flex 4 sdk

    - by gonzohunter
    In Flex builder 3 when I create a new flex application targeting the flex 4 sdk, it wont generate a html wrapper file. I have hunted around the web for answers, but no success. I have made sure the box is checked in the project properties to generate html wrapper. The only workaround is to target an older version of the sdk (i.e. 3.2), which will cause the wrapper to be generated. Then I can revert the project to sdk 4. This then means I can never do a clean of my project because this will result in the wrapper being deleted. Has anyone else come across this? Is this just a bug with Flexbuilder3?

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  • Regarding Xcode SDK IOS 4.2 installation and missing iOS 4.1

    - by AstaIn enopi
    Hi All, i have download Xcode SDK 4.2(xcode_3.2.5_and_ios_sdk_4.2_final.dmg) from Apple developer site and installed successfully . when open my old xcode project it shows baseSDk missing ,when i try to change project setting ,i have found and set base SDk as 4.2 it works fine my problem is ,in Base SDk list it shows (iOS 2.1, iOS 2.2, iOS 2.2.1, iOS 3.0, iOS 3.1, iOS 3.1.2, iOS 3.1.3, iOS 4.2) There is no iOS 4.0 and iOS 4.1 (which i have used before 4.2). anything wrong in my installation???? Plz help me to correct my mistake Thanks in advance

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  • Android SDK and AVD manager will not run from Eclipse after upgrade to SDK 5 and ADT 0.9.6

    - by user303944
    Using Windows 7, 64 bit system. Prior to upgrade I was able to run "Android SDK and AVD manager" from Eclipse via a tool bar icon and menu option, both of which still exist. However now nothing happens when I try to run the manager. As a result I can't start an emulator from within Eclipse. When I use Eclipse to run an Android app, the first emulator I installed is automatically started. Using Windows Explorer, I can still run the manager from the SDK directory in which the update was applied (the update didn't change the location of the SDK). If I run the manager and start multiple emulators and then Run an app from Eclipse, it sees the emulators and allows me to choose one as before. This is a satisfactory work-around, but it would be nice if the manager were fully integrated into Eclipse as it was before.

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