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  • NSXMLParser: how do I wait until loading has finished?

    - by Archagon
    Let's say I'm using NSXMLParser to load a level (stored as an XML document, obviously) into my iPhone game. NSXMLParser works by assigning a delegate and sending it messages at key moments. How do I ensure that my entire level is loaded before doing anything else? I know I can make my main class the delegate and implement parserDidEndDocument, but this feels very hacky. My main class shouldn't have to know anything about the way the parsing is done! On the other hand, if I make a separate class/delegate for parsing my level, my main class has no way of knowing when the parsing is finished, unless it queries the parsing class continuously or the parsing class sends it a message. Either way, the main class would be tied to the implementation of the parsing class. Can I hide all this event-driven business from the main class and simply make the parser return the level object when it's done? (i.e., newLevel = [[GameLevel alloc] initFromXML:xmlfile], which would in turn use NSXMLParser to load the level and then somehow return when finished.) At the moment, I'm using an external DOM parser, but I'm curious how this would be done with NSXMLParser. Sorry if this is a stupid question -- I'm a bit new to this!

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  • OpenGL-ES: Change (multiply) color when using color arrays?

    - by arberg
    Following the ideas in OpenGL ES iPhone - drawing anti aliased lines, I am trying to draw stroked anti-aliased lines and I am successful so far. After line is draw by the finger, I wish to fade the path, that is I need to change the opacity (color) of the entire path. I have computed a large array of vertex positions, vertex colors, texture coordinates, and indices and then I give these to opengl but I would like reduce the opacity of all the drawn triangles without having to change each of the color coordinates. Normally I would use glColor4f(r,g,b,a) before calling drawElements, but it has no effect due to the color array. I am working on Android, but I believe it shouldn't make the big difference, as long as it is OpenGL-ES 1.1 (or 1.0). I have the following code : gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glShadeModel(GL10.GL_SMOOTH); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glEnable(GL10.GL_TEXTURE_2D); // Should set rgb to greyish, and alpha to half-transparent, the greyish is // just there to make the question more general its the alpha i'm interested in gl.glColor4f(.75f, .75f, .75f, 0.5f); gl.glVertexPointer(mVertexSize, GL10.GL_FLOAT, 0, mVertexBuffer); gl.glColorPointer(4, GL10.GL_FLOAT, 0, mColorBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTexCoordBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, indexCount, GL10.GL_UNSIGNED_SHORT, mIndexBuffer.position(startIndex)); If I disable the color array gl.glEnableClientState(GL10.GL_COLOR_ARRAY);, then the glColor4f works, if I enable the color array it does nothing. Is there any way in OpenGl-ES to change the coloring without changing all the color coordinates? I think that in OpenGl one might use a fragment shader, but it seems OpenGL does not have a fragment shader (not that I know how to use one).

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  • Ideas for networking project

    - by Chris Thompson
    Hi all, I'm a graduating senior in computer science taking a computer networks class and I'm trying to figure out my final project. I normally am not at a loss for ideas but be it senioritis or straight burn out, I've got nothing. I've done some fun stuff in the past, but I just can't seem to come up with a good idea. Given the mass of brilliance on this site, I figured it would be a good place to request some suggestions. To give you an idea of scope, it's due in about a month and I would consider myself proficient with mobile architectures like Android (although I have no iPhone experience) along with Java, C++, etc. If you can suggest an idea, I'd be happy to make it work in whatever language I know. Like I said, I'm a senior and will be graduating so I'd rather not take on something that would kill me... Also, I'd be happy to make it open source if it's an idea you'd always wanted to work on but didn't have the time to start. Thanks in advance for the help! Chris Edit 1: Thanks so much for the suggestions everyone! Unfortunately I've actually already written a chat client (for a network security class) and I think I'd run into some honor code issues if I did that again, although that's always a great option. I like the game idea and that's actually something I've never attempted before (in any capacity) although given that, I'm a little scared about time...

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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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  • Photo gallery not open in titanium 1.0

    - by user291247
    Hello, I am developing new app. using titanium 1.0 In that I am opening phtogallery in new window but I am not able to open it why this was happened? Code to open photogallery in app.js Titanium.App.addEventListener('recordvideo', function(e) { win1.close(); var w = Titanium.UI.createWindow({ backgroundColor:'#336699', title:'Modal Window', barColor:'black', url:'xhr_testfileupload.js' }); w.open({animated:true}); }); xhr_testfileupload.js code: var win = Titanium.UI.currentWindow; var ind=Titanium.UI.createProgressBar({ width:200, height:50, min:0, max:1, value:0, style:Titanium.UI.iPhone.ProgressBarStyle.PLAIN, top:10, message:'Uploading Image', font:{fontSize:12, fontWeight:'bold'}, color:'#888' }); win.add(ind); ind.show(); Titanium.Media.openPhotoGallery({ success:function(event) { Ti.API.info("success! event: " + JSON.stringify(event)); var image = event.media; var xhr = Titanium.Network.createHTTPClient(); xhr.onerror = function(e) { Ti.API.info('IN ERROR ' + e.error); }; xhr.onload = function() { Ti.API.info('IN ONLOAD ' + this.status + ' readyState ' + this.readyState); }; xhr.onsendstream = function(e) { ind.value = e.progress ; Ti.API.info('ONSENDSTREAM - PROGRESS: ' + e.progress); } // open the client xhr.open('POST','https://twitpic.com/api/uploadAndPost'); // send the data xhr.send({media:image,username:'fgsandford1000',password:'sanford1000',message:'check me out'}); }, cancel:function() { }, error:function(error) { }, allowImageEditing:true, });

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  • How important is managing memory in Objective-C?

    - by Alex Mcp
    Background: I'm (jumping on the bandwagon and) starting learning about iPhone/iPad development and Objective-C. I have a great background in web development and most of my programming is done in javascript (no libraries), Ruby, and PHP. Question: I'm learning about allocating and releasing memory in Objective-C, and I see it as quite a tricky task to layer on top of actually getting the farking thing to run. I'm trying to get a sense of applications that are out there and what will happen with a poorly memory-managed program. A) Are apps usually released with no memory leaks? Is this a feasible goal, or do people more realistically just excise the worst offenders and that's ok? B) If I make an NSString for a title of a view, let's say, and forget to deallocate it it, does this really only become a problem if I recreate that string repeatedly? I imagine what I'm doing is creating an overhead of the memory needed to store that string, so it's probably quite piddling (a few bytes?) However if I have a rapidly looping cycle in a game that 'leaks' an int every cycle or something, that would overflow the app quite quickly. Are these assumptions correct? Sorry if this isn't up the community-wiki alley, I'm just trying to get a handle on how to think about memory and how careful I'll need to be. Any anecdotes or App Store-submitted app experiences would be awesome to hear as well.

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  • UIScrollView only works if the child views aren't hit

    - by dny238
    I have a scroll view that doesn't scroll right, I've simplified the code for below. It draws the view and some horizontal buttons that i add more stuff to in the real code. If you drag the whitespace between the buttons the view scrolls. If you happen to put your finger on a button, it won't scroll. After a related suggestion, I tried to add the delaysContentTouches = YES line, but it doesn't seem to make a difference. http://stackoverflow.com/questions/650437/iphone-uiscrollview-with-uibuttons-how-to-recreate-springboard What am I doing wrong? TIA, Rob Updated the code - (void)viewDidLoad { l = [self landscapeView]; [self.view addSubview:l]; [l release]; } - (UIScrollView *) landscapeView { // LANDSCAPE VIEW UIScrollView *landscapeView = [[UIScrollView alloc] initWithFrame:CGRectMake(0, 0, 320, 325)]; landscapeView.backgroundColor = [UIColor whiteColor]; landscapeView.delaysContentTouches = YES; NSInteger iMargin, runningY, n; iMargin = 3; runningY = iMargin; for (n = 1; n <= 38; n++) { //add day labels UIButton *templabel = [[UIButton alloc] initWithFrame:CGRectMake(iMargin,runningY,320 - ( 2 * iMargin),20)]; templabel.backgroundColor = [UIColor grayColor]; [landscapeView addSubview:templabel]; [templabel release]; runningY = runningY + 30; } landscapeView.contentSize = CGSizeMake( 320, runningY); return landscapeView; }

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  • Source Control - XCode - Visual Studio 2005/2008 / 2010

    - by Mick Walker
    My apologies if this has been asked before, I wasnt quite sure if this question should be asked on a programming forum, as it more relates to programming environment than a particular technology, so please accept my (double) appologies if I am posting this in the wrong place, my logic in this case was if it effects the code I write, then this is the place for it. At home, I do a lot of my development on a Mac Pro, I do development for the Mac, iPhone and Windows on this machine (Xcode & Visual Studio - (multiple versions installed in bootcamp, but generally I run it via Parallels)). When visiting a client, I have a similar setup, but on my MacBook Pro. What I want is a source control solution to install on the Mac Pro, that will support both XCode and multiple versions of visual studio, so that when I visit a client, I can simply grab the latest copy from source control via the MacBook Pro. Whilst visiting the client, he / she may suggest changes, and minor ones I would tend to make on site, so I need the ability to merge any modified code back into the trunk of the project / solution when I return home. At the moment, I am using no source control at all, and rely on simply coping folders and overwriting them when I return from a client- thats my 'merge'!!! I was wondering if anyone had any ideas of a source provider I could use, which would support both Windows and Mac development environments, and is cheap (free would be better).

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  • iOS iPad UIActionSheet Issue

    - by hart1994
    I am currently developing an application which needs an option to 'share' using multiple services; such as email, twitter. To to this, I have a UIBarButtonItem coded in and when touched, it triggers this: UIActionSheet *sheet = [[UIActionSheet alloc] initWithTitle:@"" delegate:self cancelButtonTitle:nil destructiveButtonTitle:nil otherButtonTitles:nil]; [sheet addButtonWithTitle:@"Email"]; [sheet addButtonWithTitle:@"Tweet"]; [sheet addButtonWithTitle:@"Cancel"]; sheet.cancelButtonIndex = sheet.numberOfButtons-1; [sheet showFromRect:self.view.bounds inView:self.view animated:YES]; [sheet release]; In conjunction with this to detect which button is selected: clickedButtonAtIndex:(NSInteger)buttonIndex { if (buttonIndex == actionSheet.cancelButtonIndex) { return; } switch (buttonIndex) { case 0: { [self emailThis]; break; } case 1: { [self tweetThis]; break; } } This works a treat on the iPhone. But unfortunately it displays incorrectly on the iPad. It looks like it is trying to display the UIPopoverController, but it is positioned center of the navbar with practically no height. I have looked into using the UIPopoverController, but I cannot seem to find out how to use it with buttons. Is there anyway I can adapt the code above to properly display the buttons, as it's trying to already. Many thanks, Ryan PS: I'm new to objective-c/iOS coding, so please be specific. Thank you :)

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  • iPad + OpenGL ES2. Why the Puzzling Virtual Memory Spike During Device Reorientation?

    - by dugla
    I've been spending the afternoon starring at Xcode Instruments memory monitor trying to decipher the following memory issue. I have a fullscreen OpenGL ES2 app running on iPad. I am fanatical about memory issues so my retains/releases are all nicely balanced. I closely monitor memory leaks. My app is basically squeeky clean. Except occassionally when I reorient the device. Portrait to Landscape. Back and forth I rock the device stress testing my discarding and rebuilding of the OpenGL framebuffer. The ambient memory footprint of my app is about 70MB Real Mems and 180MB Virtual Mems. Real memory hardly varies at all during device rotations. However the virtual mems reading sometimes briefly spikes up to 250MB and then recedes back to 180MB. No real pattern. But clearly related discarding/rebuilding the framebuffer. I see random memory warnings in my NSlogs but the app just hums along, no worries. 1) Since iPhone OS devices don't have VM could someone explain to me what the VM reading actually means? 2) My app totally leak free and generally bulletproof dispite the VM spikes. Never crashes. Rock solid. Should I be concerned about this? 3) There is clearly something happening in OpenGL framebuffer land that is causing this but I am using the API in the proper way: paraphrasing: Discarding the framebuffer: glDeleteRenderbuffers(1, &m_colorbuffer); glDeleteFramebuffers(1, &m_framebuffer); Rebuilding the framebuffer: glGenFramebuffers(1, &m_framebuffer); glGenRenderbuffers(1, &m_colorbuffer); Is there some other memory flushing trick I have missed? Thanks for any insight. Cheers, Doug

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  • HTTP Basic authentication using Authlogic or authenticate_or_request_with_http_basic for API call?

    - by Gaius Parx
    I have a Rails 2.3.x app that implements the act_as_authentic in User model and a UserSession model as per Authlogic Github example. I am implementing an API to allow access from iPhone. Will be using HTTP Basic authentication via https (will not implement single access token). Each API call requires a username/password for the access. I am able to access the API by calling http://username:password@localhost:3000/books.xml for example. Authlogic will not persist if using the single access token. But I am using HTTP Basic which I think Authlogic will create session for the API calls, which is not used for my API methods. So for each API call I made, new session object is created. Thus appear to me that this would load up the server resource pretty quickly. Sounds like a bad idea. The alternative is to use the Rails authenticate_or_request_with_http_basic for API controllers. Example adding a before_filter: def require_http_auth_user authenticate_or_request_with_http_basic do |username, password| if @current_user = User.find_by_email(username) @current_user.valid_password?(password) else false end end end This will bypass the Authlogic UserSession and just use the User model. But this will involve using separate authentication codes in the app. Anyone has any comments and can share their experience? Thanks

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  • uitableview reloadData issue

    - by CocoaNewBee
    I've been debugging my iphone app and found something interesting. I have a UIViewControllers with TabBarcontroller( 6 tabs). each tab is a UIViewController and it has a UITtableview. The viewDidLoad works and brings the initial data. On of the UITableView has a search bar. After the user touchs presses search some magic happens and I get an array with data. I cant see the new data in the tableview and the [tableView reloadData] has no effect outside viewDidLoad (first time). I can see the array holding the data and the dataSource is set to self. Yet, no displaying of data! so I 've tried [self.tableView reloadData] & [self.tableView setNeedsDisplay] Funny enough, the new data is not being displayed. However if I move the table up or down the cellForRowAtIndexPath is being fired and the first row shows data. can anyone shed some light on this mystery??? if there a [self.view refreshscreen] ??

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  • Android how to use checkedtextview

    - by erdomester
    the title speaks for itself. I am over several articles, topics and still haven't figured out how to use checkedtextview. I want a listview with checkable items. In the following code i am using a listview and populating it with a string array. But how to change it to checkedtextview? delete.xml: <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:paddingTop="4dip" android:layout_width="fill_parent" android:layout_height="wrap_content" android:orientation="horizontal" android:id="@+id/linlay0" android:background="@color/list_bg"> <TextView android:id="@+id/TextView00" android:layout_width="fill_parent" android:layout_height="wrap_content" android:background="#D8D8D8" android:textColor="#424242" android:gravity="center_horizontal|center_vertical" android:textSize="20px" android:height="40px" android:textStyle="bold" /> <ListView android:id="@+id/ListView01" android:layout_width="wrap_content" android:layout_height="wrap_content" /> </LinearLayout> delete_lv.xml: <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:gravity="center_vertical" android:layout_width="fill_parent" android:layout_height="fill_parent"> <TextView android:id="@+id/list_content" android:textColor="#222222" android:gravity="center" android:text="sample" android:layout_margin="4dip" android:layout_width="wrap_content" android:layout_height="wrap_content" /> </LinearLayout> Delete.java: public class Delete extends Activity { ListView lv1; ArrayAdapter<String> adapter1; private String lv_items[] = { "Android", "iPhone", "BlackBerry", "AndroidPeople", "J2ME", "Listview", "ArrayAdapter", "ListItem", "Us", "UK", "India" }; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.delete); TextView tv0 = (TextView)findViewById(R.id.TextView00); tv0.setText("Deletes"); lv1 = (ListView) findViewById(R.id.ListView01); adapter1 = new ArrayAdapter<String>(Delete.this,R.layout.list_black_text,R.id.list_content, lv_items); lv1.setAdapter(adapter1); adapter1.notifyDataSetChanged(); } }

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  • Is there a better way to create a generic convert string to enum method or enum extension?

    - by Kelsey
    I have the following methods in an enum helper class (I have simplified it for the purpose of the question): static class EnumHelper { public enum EnumType1 : int { Unknown = 0, Yes = 1, No = 2 } public enum EnumType2 : int { Unknown = 0, Dog = 1, Cat = 2, Bird = 3 } public enum EnumType3 : int { Unknown = 0, iPhone = 1, Andriod = 2, WindowsPhone7 = 3, Palm = 4 } public static EnumType1 ConvertToEnumType1(string value) { return (string.IsNullOrEmpty(value)) ? EnumType1.Unknown : (EnumType1)(Enum.Parse(typeof(EnumType1), value, true)); } public static EnumType2 ConvertToEnumType2(string value) { return (string.IsNullOrEmpty(value)) ? EnumType2.Unknown : (EnumType2)(Enum.Parse(typeof(EnumType2), value, true)); } public static EnumType3 ConvertToEnumType3(string value) { return (string.IsNullOrEmpty(value)) ? EnumType3.Unknown : (EnumType3)(Enum.Parse(typeof(EnumType3), value, true)); } } So the question here is, can I trim this down to an Enum extension method or maybe some type of single method that can handle any type. I have found some examples to do so with basic enums but the difference in my example is all the enums have the Unknown item that I need returned if the string is null or empty (if no match is found I want it to fail). Looking for something like the following maybe: EnumType1 value = EnumType1.Convert("Yes"); // or EnumType1 value = EnumHelper.Convert(EnumType1, "Yes"); One function to do it all... how to handle the Unknown element is the part that I am hung up on.

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  • Problems playing multiple sounds using AVPlayer (NOT AVAudioPlayer)

    - by myetter37
    I'm trying to play a background song in my iPhone game and also have sound effects, using the AVFoundation framework and AVPlayerItem. I've scoured the Internet for help with AVPlayerItem and AVPlayer but I'm only finding stuff about AVAudioPlayer. The background song plays fine, but when the character jumps, I have 2 problems: 1) On the initial jump ([player play] inside jump method), the jump sound effect interrupts the background music. 2) If I try to jump again, the game crashes with the error "AVPlayerItem cannot be associated with more than one instance of AVPlayer" My professor told me to create a new instance of AVPlayer for each sound I want to play, so I'm confused. I'm doing data driven design, so my sound files are listed in a .txt and then loaded into a NSDictionary. Here's my code: - (void) storeSoundNamed:(NSString *) soundName withFileName:(NSString *) soundFileName { NSURL *assetURL = [[NSURL alloc] initFileURLWithPath:[[NSBundle mainBundle] pathForResource:soundName ofType:soundFileName]]; AVURLAsset *mAsset = [[AVURLAsset alloc] initWithURL:assetURL options:nil]; AVPlayerItem *mPlayerItem = [AVPlayerItem playerItemWithAsset:mAsset]; [soundDictionary setObject:mPlayerItem forKey:soundName]; NSLog(@"Sound added."); } - (void) playSound:(NSString *) soundName { // from .h: @property AVPlayer *mPlayer; // from .m: @synthesize mPlayer = _mPlayer; _mPlayer = [[AVPlayer alloc] initWithPlayerItem:[soundDictionary valueForKey:soundName]]; [_mPlayer play]; NSLog(@"Playing sound."); } If I move this line from the second method into the first: _mPlayer = [[AVPlayer alloc] initWithPlayerItem:[soundDictionary valueForKey:soundName]]; The game does not crash, and the background song will play perfectly, but the jump sound effect does not play, even though the console is showing "Playing sound." on each jump. Thank you

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  • php refresh on 2nd page refresh

    - by cnotethegr8
    i have this function that gives me an output of a number. (the number is my total amount of downloads from my iphone themes.) because the code has to make so many requests, it loads the page very slowly. what would be the best way for me to go about the code loading into a variable and than calling it on the second page refresh. so it dosnt take so long to load? or any other method will do. i just want it to not take so long to load! also this isnt on my server so i cant use $.ajax <?php function all_downloads() { $allThemes = array( 'com.modmyi.batterytheme', 'com.modmyi.connectiontheme', 'com.modmyi.icontheme', 'com.modmyi.percenttheme', 'com.modmyi.statusnotifiertheme', 'com.modmyi.cnote', 'com.modmyi.iaccescnotekb', 'com.modmyi.cnotelite', 'com.modmyi.multibrowsericon', 'com.modmyi.changeappstoreiconwithinstallous' ); $total = 0; foreach($allThemes as $com_modmyi){ $theme = file_get_contents( "http://modmyi.com/cstats/index.php?package=".$com_modmyi.'&output=number'); $theme = str_replace(",","", $theme); $almost_done += $theme; $rock_your_phone = 301; //From c-note and Multi Lock Screen Theme on Rock Your Phone $total = ($almost_done + $rock_your_phone); } echo number_format($total); } ?>

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  • Learning Objective-C: Need advice on populating NSMutableDictionary

    - by Zigrivers
    I am teaching myself Objective-C utilizing a number of resources, one of which is the Stanford iPhone Dev class available via iTunes U (past 2010 class). One of the home work assignments asked that I populate a mutable dictionary with a predefined list of keys and values (URLs). I was able to put the code together, but as I look at it, I keep thinking there is probably a much better way for me to approach what I'm trying to do: Populate a NSMutableDictionary with the predefined keys and values Enumerate through the keys of the dictionary and check each key to see if it starts with "Stanford" If it meets the criteria, log both the key and the value I would really appreciate any feedback on how I might improve on what I've put together. I'm the very definition of a beginner, but I'm really enjoying the challenge of learning Objective-C. void bookmarkDictionary () { NSMutableDictionary* bookmarks = [NSMutableDictionary dictionary]; NSString* one = @"Stanford University", *two = @"Apple", *three = @"CS193P", *four = @"Stanford on iTunes U", *five = @"Stanford Mall"; NSString* urlOne = @"http://www.stanford.edu", *urlTwo = @"http://www.apple.com", *urlThree = @"http://cs193p.stanford.edu", *urlFour = @"http://itunes.stanford.edu", *urlFive = @"http://stanfordshop.com"; NSURL* oneURL = [NSURL URLWithString:urlOne]; NSURL* twoURL = [NSURL URLWithString:urlTwo]; NSURL* threeURL = [NSURL URLWithString:urlThree]; NSURL* fourURL = [NSURL URLWithString:urlFour]; NSURL* fiveURL = [NSURL URLWithString:urlFive]; [bookmarks setObject:oneURL forKey:one]; [bookmarks setObject:twoURL forKey:two]; [bookmarks setObject:threeURL forKey:three]; [bookmarks setObject:fourURL forKey:four]; [bookmarks setObject:fiveURL forKey:five]; NSString* akey; NSString* testString = @"Stanford"; for (akey in bookmarks) { if ([akey hasPrefix:testString]) { NSLog(@"Key: %@ URL: %@", akey, [bookmarks objectForKey:akey]); } } } Thanks for your help!

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  • Android: how to tell if a view is scrolling

    - by Dave
    in iPhone, this would be simple---each view has a scrollViewDidScroll method. I am trying to find the equivalent in Android. My code works, but it isn't giving me what I want. I need to execute code the entire duration that a view is scrolling. So, even though I use OnGestureListener's onScroll method, it only fires when the finger is on the screen (it's not really named correctly---it should be called "onSlide" or "onSwipe", focusing on the gesture rather than the UI animation). It does not continue to fire if the user flicks the view and it is still scrolling for a few moments after the user lifts his finger. is there a method that is called at every step of the scroll? public class Scroll extends Activity implements OnGestureListener { public WebView webview; public GestureDetector gestureScanner; public int currentYPosition; public int lastYPosition; public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); webview = new WebView(this); setContentView(webview); webview.loadUrl("file:///android_asset/Scroll.html"); gestureScanner = new GestureDetector(this); currentYPosition = 0; lastYPosition = 0; } public boolean onTouchEvent(final MotionEvent me) { return gestureScanner.onTouchEvent(me); } public boolean onScroll(MotionEvent e1, MotionEvent e2, float distanceX, float distanceY) { // I do stuff here. return true; }

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  • HTML5 <video> element on Android does not play

    - by T1000
    Video tags like below plays fine with iPhone, but not Android: <video id="video" width="320" height="240" poster="video/placeholder.jpg" autobuffer controls> <source src="pr6.mp4" type='video/mp4; codecs="avc1.42E01E, mp4a.40.2"'> <source src="pr6.ogv" type='video/ogg; codecs="theora, vorbis"'> </video> With the above code, Android can't even click the clip. It would just see the poster image. Video tag like below however works with Android: <video src="vpr6.mp4" poster="video/placeholder.jpg" onclick="this.play();"/> However, I still need to multiple sources capability (for Firefox ogv support…). Below code does not work (nor do they work if I stick the javascript into the source tags): <video id="video" width="320" height="240" autobuffer controls onclick="this.play();"> <source src="pr6.mp4" type='video/mp4; codecs="avc1.42E01E, mp4a.40.2"'> <source src="pr6.ogv" type='video/ogg; codecs="theora, vorbis"'> </video> With above code, the clip is clickable in Android, but still does nothing. Can anyone help?

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  • Mingling C++ classes with Objective C classes

    - by Joey
    I am using the iphone SDK and coding primarily in C++ while using parts of the SDK in obj-c. Is it possible to designate a C++ class in situations where an obj-c class is needed? For instance: 1) when setting delegates to obj-c objects. I cannot make a C++ class derive from a Delegate protocol so this and possibly other reasons prevent me from making my C++ class a delegate for various obj-c objects. What I do as a solution is create an obj-c adapter class that contains a ptr to the C++ class and is used as the delegate (notifying the C++ class when it is called). It feels cumbersome to write these every time I need to get delegate notifications to a C++ class. 2) when setting selectors This goes hand in hand with item 1. Say I want to set a callback to fire when something is done, like a button press or a setAnimationDidStopSelector in the UIView animation functionality. It would be nice to be able to designate a C++ function along with the relevant delegate for setAnimationDelegate. Well, I suspect this isn't readily possible, but if anyone has any suggestions on how to do it if it is, or on how to write such things more easily, I would love to hear them. Thanks.

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  • Problems using a library in Xcode

    - by Pablo
    Hi! I'm actually developping an application for iPhone and I need to use a library, initially dedicated to a Linux environment. Since I'm using a Mac (with Snow Leopard and Intel Core Duo), I guess it's possible to use this library in my app. My library has 3 files: a file .h, a file .a and a file .so (both .a and .so are in /Developer/usr/lib). In addition I have included the .h i nmy code and I've added the .a in XCode has a framework (and it works because XCode find the .so compiling). For your info when I use the command "file" for the file .so, I have: ELF 32-bit LSB shared object, Intel 80386, version 1 (SYSV), dynamically linked, not stripped When I compile for the Xcode Simulator, I have a warning and an error. The warning is: In /Developer/usr/lib/mylib.so, file was built for unsupported file format which is not the architecture being linked (i386) The error is: "_mylib_fct", referenced from: -[MyAppAppDelegate applicationDidBecomeActive:] in MyAppAppDelegate.o Symbol(s) not found Collect2: ld returned 1 exit status When I compile for the Device 3.0 with architecture arm6, I also have the same error, but the warning is quite different: ln /Users/Pablo/MyApp/mylib.a file is not of required architecture I try to solve this and make the app working with this lib since days, and I don't understand why the compiler is complaining... is it a 32/64 bits issues ? How can I deal with that ? Your help will be very appreciated. Thx!

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  • Sending mail issues. very confusing

    - by Dejan.S
    Hi my name is what, my name is who.. ops got carried away Now this might be a serverfault question and a stackoverflow question but I will go with it here because I don't really know the answer. I been sending mail a lot with asp.net before and never had problems like this before. I have setup a mail with this following code var list = new List<string> { "mail", "mail", "mail", "mail" }; var smtp = new SmtpClient("localhost", 25); var plainText = txtPlain.Text; var htmlText = Server.HtmlDecode(FCKeditor1.Value); foreach (var email in list) { var message = new MailMessage() { From = new MailAddress("my server mail"), ReplyTo = new MailAddress("mail") }; var mailMessage = Server.HtmlDecode(FCKeditor1.Value); message.To.Add(email); message.Subject = "Hi Enzorit"; message.Body = mailMessage; message.IsBodyHtml = true; message.BodyEncoding = System.Text.Encoding.GetEncoding("iso-8859-2"); var alternateViewHtml = AlternateView.CreateAlternateViewFromString(htmlText, null, MediaTypeNames.Text.Html); var alternateViewPlainText = AlternateView.CreateAlternateViewFromString(plainText, null, MediaTypeNames.Text.Plain); message.AlternateViews.Add(alternateViewHtml); message.AlternateViews.Add(alternateViewPlainText); smtp.Send(message); } now the issue becomes that some email clients get just plain while some get the html. Like on my hotmail on the computer i get the html but on my iphone i get the plain one. Why is that? and like that wasn't enough The mail wont deliver to some mails like any .pl email. Now here is where I am thinking that it might be a reverse DNS setup thing on my windows server 2008 issue + some company mails, it becomes spam, i had same issue with hotmail but that was solved when I added the plain. Anybody have had the problem before? I am very thankful for any answer I get.. thanks

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  • Optimising RSS parsing on App Engine to avoid high CPU warnings

    - by Danny Tuppeny
    I'm pulling some RSS feeds into a datastore in App Engine to serve up to an iPhone app. I use cron to schedule updating the RSS every x minutes. Each task only parses one RSS feed (which has 15-20 items). I frequently get warnings about high CPU usage in the App Engine dashboard, so I'm looking for ways to optimise my code. Currently, I use minidom (since it's already there on App Engine), but I suspect it's not very efficient! Here's the code: dom = minidom.parseString(urlfetch.fetch(url).content) if dom: items = [] for node in dom.getElementsByTagName('item'): item = RssItem( key_name = self.getText(node.getElementsByTagName('guid')[0].childNodes), title = self.getText(node.getElementsByTagName('title')[0].childNodes), description = self.getText(node.getElementsByTagName('description')[0].childNodes), modified = datetime.now(), link = self.getText(node.getElementsByTagName('link')[0].childNodes), categories = [self.getText(category.childNodes) for category in node.getElementsByTagName('category')] ); items.append(item); db.put(items); def getText(self, nodelist): rc = '' for node in nodelist: if node.nodeType == node.TEXT_NODE: rc = rc + node.data return rc There isn't much going on, but the scripts often take 2-6 seconds CPU time, which seems a bit excessive for looping through 20ish items and reading a few attributes. What can I do to make this faster? Is there anything particularly bad in the above code, or should I change to another way of parsing? Are there are any libraries (that work on App Engine) that would be better, or would I be better parsing the RSS myself?

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  • Image Wells, Core Data, and Sqlite files.

    - by Sway
    I've got a mac application that I've developed. I use it to create sqlite files that are bundled with my iphone app. The mac app uses Core Data and bindings and is working fine except for one "weird" issue. I use an NSImageView (or Image Well) to allow me to drag and drop jpg files. This is bound through to an optional binary attribute in my model class. For some reason when I drag and drop a 4k jpg file it onto the image well and save the sqlite file. The data saved to the binary column is over 15 times larger than it should be. Whereas if I use an application like SQLiteManager and add the image into the row in the database. The binary data is the correct (expected size). File 4k jpg Actual size: 2371. Persisted via Core Data size: 35810. Can anyone give me a suggestion as to why this might be happening? Do I need to set some setting in Interface Builder or write some custom code?

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  • Core Data - Entity Relationships Not Working as expected

    - by slimms
    I have set up my data model in xcode like so EntityA AttA1 AttA2 EntityB AttB1 AttB2 AttB3 I then set up the relationships EntityA Name: rlpToEntityB Destination: EntityB Inverse: rlpToEntityA To Many: Checked EntityB Name: rlpToEntityA Destination: EntityA Inverse: rlpToEntityB To Many: UnChecked i.e. relationship between the two where Each one of EntityA can have many EntityB's It is my understanding that if i fetch a subset of EntityB's I can then retrieve the values for the related EntityA's. I have this working so that i can retrieve the EntityB values using NSManagedObject *objMO = [fetchedResultsController objectAtIndexPath:indexPath]; strValueFromEntityB = [objMO valueForKey:@"AttB1"]; However, if I try to retrieve a related value from EntityA by doing the following strValueFromEntityA = [objMO valueForKey:@"AttA1"]; I get the error "The entity EntityB is not Key value coding-compliant for the key Atta1" Not surprisingly i suppose if i switch things around to fetch from EntityA i cannot access attributes of EntityB So it appears the defined relationshipare being ignored. Can anyone spot what i am doing wrong? I confess im very new to iPhone programming and especially to Core Data so please go easy on me and provide verbose explanations or point me in the direction a specific resource. I have downloaded the apple sample apps (Core Data Books, Top Songs and recipes) but I still can't work this out. Thanks in advance, Nev.

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