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  • best-practice to display flash on Iphone / Ipad ?

    - by terrani
    Hi, I have a website that uses flash. I would like to convert the website so that iphone / ipad users can see my website. I understand that Iphone / Ipad can't render flash. What would be the best-practice to convert flash website to iphone / ipad compatible? I am thinking HTML 5.

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  • Port iPhone application to Android

    - by wgpubs
    What is the most efficient way to port an iPhone app to Android? I know Apple doesn't like 3rd-party, non-Objective C platforms generating code for their platform ... but is there something out there that can take an iPhone app and convert it to Android friendly code? If not, how have folks out there been creating Android versions of their existing iPhone apps? Thanks

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  • Respecting EXIF orientation when displaying iPhone photos on the web

    - by GingerBreadMane
    I am developing an iPhone camera app that uploads an image to Amazon S3 and that image is displayed on a website. When the iPhone takes a picture, it always saves the photo in an upright orientation, while the orientation used to correctly view the photo is saved in the image's EXIF data. So if I take a photo with the iPhone and open it in FireFox without processing the EXIF data, the image could be sideways or upside down. My problem is that I don't know how to display the photo in it's correct orientation on the website. My current solution is to rotate the photo in the iPhone app, but I'd rather not do that. Is there anyway to respect the EXIF data when displaying on the web without pre-processing the image?

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  • Adding iPod Support to (previously) iPhone Only App

    - by rjstelling
    When I started on my current project, there was already an App in the App Store. This App was iPhone only. My first task was to test and build a version that also ran on an iPod Touch. About 3 weeks ago Apple removed the option on iTunes connect to set the device requirements. And sent an email out to all developers: "The App Store requires that you provide metadata about your application before submitting it. While most of this metadata is specified using the iPhone Developer Program Portal, the process for selecting device-related dependencies in iTunes Connect is no longer available. Instead, if your app relies on features that are specific to a device, such as the compass on iPhone 3GS, add the UIRequiredDeviceCapabilities key to your app's Info.plist file to indicate the specific hardware feature required." When I compiled the iPod compatible version I set the device requirements (UIRequiredDeviceCapabilities) in the info.plist to: location-services (gps or skyhook) wi-fi (any device) However, as the App was originally uploaded and the option for "iPhone only" set in iTunes connect this appears to be the default. The kicker is, because Apple have removed this feature there is no way to change it! Has anyone come up against this problem? And how did you solve it? Is it possible I have incorrect values in UIRequiredDeviceCapabilities? UPDATE: The app will run fine on a iPod Touch if installed as a development version via Xcode. The problem is on the App Store it is listed as iPhone only and when iPod Touch users search in the App store no results are returned.

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  • BNRPersistence on the iPhone, and NSDocument

    - by jammur
    I'm trying to get BNRPersistence running in an iPhone app, but I'm having a problem that I have no idea how to solve. Keep in mind I'm relatively new to iPhone dev. The problem is that BNRStoreDocument subclasses NSDocument, which exists in the Cocoa framework and thus isn't available on the iPhone. So obviously I'm getting compile errors that it can't find NSDocument. The developer of BNRPersistence states that it works on the iPhone, so I'm sure there a solution, I just don't what it is. Any help would be greatly appreciated!

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  • play two sounds simultaneously iphone sdk

    - by Asaf Greene
    I am trying to make a small music app on the iphone. I want to have an octave a piano which will respond to touches and play the key or keys that the user touches. How would i be able to get two or more sounds to play at the same time so it sounds like a chord? I tried using AVFoundation but the two sounds just play one after the other.

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  • How to use an Audio Unit on the iPhone

    - by CodeToaster
    I'm looking for a way to change the pitch of recorded audio as it is saved to disk, or played back (in real time). I understand Audio Units can be used for this. The iPhone offers limited support for Audio Units (for example it's not possible to create/use custom audio units, as far as I can tell), but several out-of-the-box audio units are available, one of which is AUPitch. How exactly would I use an audio unit (specifically AUPitch)? Do you hook it into an audio queue somehow? Is it possible to chain audio units together (for example, to simultaneously add an echo effect and a change in pitch)? EDIT: After inspecting the iPhone SDK headers (I think AudioUnit.h, I'm not in front of a Mac at the moment), I noticed that AUPitch is commented out. So it doesn't look like AUPitch is available on the iPhone after all. weep weep Apple seems to have better organized their iPhone SDK documentation at developer.apple.com of late - now its more difficult to find references to AUPitch, etc. That said, I'm still interested in quality answers on using Audio Units (in general) on the iPhone.

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  • Static Libraries on iPhone device

    - by Akusete
    I have two projects, a Cocoa iPhone application and a static library which it uses. I've tested it successfully on the iPhone simulator, but when I try to deploy it to my iPhone device I get (symbol not found) link errors. If I remove the dependancy of the library the project builds/runs fine. I have made sure all the build settings are set to iPhoneOS not the simulator. Im sure its something simple, but has anyone run into similar problems moving from iPhone simulator to device? --EDIT: I have managed to create new projects (one for the application and one for the static library), and successfully get them to run on the iPhone or simulator. But I have a very strange problem... for each specific project I cannot get it working for BOTH the device and the simulator... I have double checked the build settings, made sure the libraries that are being references are for the matching build settings (I believe) but I cannot resolve these linking errors. I think I must be doing something very wrong... all the apple documentation says 'its super simple - one click' but this is giving me a lot of problems. This is probably something to do with xCode build settings, but I cannot seem to understand why selecting the different build platforms and rebuilding the libraries does not work.

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  • Iphone & Web App synch

    - by Jack Welsh
    I am trying to build an Iphone App client for our CRM solution so our sales people would be able to access the information available in our CRM through an Iphone App. I am trying to find out what is the recommended approach to architect the application when it comes to the database. I am not sure where should the data reside, should I save a subset of the data on the iPhone, or should I just rely on webservices and pull the information I need from the database whenever I need it. Also, is there any best practices or frameworks to build such applications on the Iphone.

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  • Need to play flash videos on iphone

    - by Yannis
    Hi all, I am building this iphone app for a client and they have a large set of flash video files that they need to play/stream to the iphone. I understand that the iphone doesnt natively support flv playback but isnt there anything I can do to get around this problem? In case it helps, they are using the akamai flash player on their website to play these video files. Thanks in advance.

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  • Licensing iPhone apps per user in existing system

    - by Alxandr
    I've been asked by my job to write a iPhone app for an existing system for managing worktasks. This system is proprietary and costs money, so in order to login you need to be a customer. Now, I've got two questions about the legality of licensing iPhone apps with this system: My company would like to be able to sell the app for profit, but not as a one-time payment, but as a added subscription-fee to the already existing one. Is it legal for us (according with the terms of distributing an iPhone app on the Apple App Store) to do this? That way we'll just add another field to the users-database saying weather or not iPhone is enabled for them, and distribute the app as a free app on App Store. If the previous question is not legal, we'd like to just create a free app and distribute it as part of the existing system. In other words, no extra fee for using the iPhone app for the users, but still free distribution trough App Store. Due to our company not being american or having an office in the U.S. at all enterprice account is not an option. Please let me know if there is anything wrong with any of the above approaches.

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  • Facebook PHP SDK - will not logout properly

    - by garethdn
    I've been searching for hours for the solution to this problem but can't find one that works for me. When i click "Logout" on my site the user information is still visible and the logout button is still displayed. Here is the code: require 'facebook-php-sdk/src/facebook.php'; $facebook = new Facebook(array( 'appId' => 'xxxx', 'secret' => 'xxxx', )); // Get User ID $user = $facebook->getUser(); var_dump($user); if ($user) { try { // Proceed knowing you have a logged in user who's authenticated. $user_profile = $facebook->api('/me'); } catch (FacebookApiException $e) { error_log($e); $user = null; } } // Login or logout url will be needed depending on current user state. if ($_GET['logout'] == "yes") { setcookie('fbs_'.$facebook->getAppId(), '', time()-100, '/', 'http://gno.....ment/index.php'); session_destroy(); header("Location: ".$_SERVER['PHP_SELF'].""); } if ($user_profile) { $logoutUrl = $facebook->getLogoutUrl; } else { $loginUrl = $facebook->getLoginUrl(array('scope' => 'email,publish_stream,user_status', 'canvas' => 1, 'fbconnect' => 0, 'redirect_uri' => 'http://gno.....ment/index.php')); } ..... ..... <?php if ($user): ?> <h3>You</h3> <img src="https://graph.facebook.com/<?php echo $user; ?>/picture"> <h3>Your User Object (/me)</h3> <pre><?php print_r($user_profile); ?></pre> <?php else: ?> <strong><em>You are not Connected.</em></strong> <?php endif ?> <?php if ($user): ?> <a href="<?php echo $logoutUrl; ?>">Logout of FB</a> <?php else: ?> <div> Login using OAuth 2.0 handled by the PHP SDK: <a href="<?php echo $loginUrl; ?>">Login with Facebook</a> </div> <?php endif ?> It seems that if ($_GET['logout'] == "yes") might be the answer for me but i can't get it working. I don't know where logout is gotten from or where it is defined? This seems to be a common issue but i can't figure it out. I'd really appreciate some help.

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  • Connecting CoreData to my App on an iPhone Device

    - by Lauren Quantrell
    I apologize ahead of time for what I'm sure is a complete newbie lapse. Running my iPhone app on iPhone simulator - no problem. But I loaded the app on an iPhone device for the first time and it appears as if the SQLite database I'm using (NSManagedObjectContext) isn't connected or didn't upload. The app installs but with no data. How do I get it all to upload and work on the device? I appreciate any help. lq

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  • iphone flash lite 2.0 support?

    - by cometta
    1.i dont have iphone, so may i know does iphone come with pre-installed flash lite 2.0 or above? if answer is Not, if a web page that embed flash lite app. can it prompt user of iphone to install flash lite easily ? 2. where can i get list of phones that support flash lite 2.0 and above?

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  • iphone sdk textbox

    - by Amy
    I'm learning programming iphone app. i need some help making a scrollable textbox with a image background. like the ipod music player with lyrics. thx

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  • Google Chrome Frame and Facebook Javascript SDK - Cannot login

    - by Giannis Savvakis
    On the example below i have an html page with the javascript code needed to login to facebook. On the i have the Google Chrome Frame meta tag that makes the page run with google chrome frame. If you open this page with any browser the finish() callback runs normally. If you open it with Google Chrome Frame it never fires. So this means that every Facebook App that tries to login to gather user data cannot login. This happens if the page is opened with google frame. But even if i remove the meta tag so that the page can open with IE8 the page opens again with google chrome frame because Facebook opens google chrome frame by default. So because this is a Facebook app that runs inside an inside facebook.com it is forced to open with Google Chrome Frame! SERIOUS BUG! I have seen other people reporting it, someone has made a test facebook app also here: http://apps.facebook.com/gcftest/ appID and channelUrl are dummy in the example below. <html xmlns="http://www.w3.org/1999/xhtml" xmlns:fb="http://www.facebook.com/2008/fbml"> <head> <meta name="generator" content= "HTML Tidy for Linux/x86 (vers 11 February 2007), see www.w3.org" /> <meta charset="utf-8" /> <meta http-equiv="Cache-Control" content="no-cache, no-store, must-revalidate" /> <meta http-equiv="Pragma" content="no-cache" /> <meta http-equiv="Expires" content="0" /> <meta http-equiv="X-UA-Compatible" content="IE=Edge,chrome=IE8" /> <title>Facebook Login</title> <script type="text/javascript"> //<![CDATA[ // Load the SDK Asynchronously (function(d){ var js, id = 'facebook-jssdk', ref = d.getElementsByTagName('script')[0]; if (d.getElementById(id)) { return; } js = d.createElement('script'); js.id = id; js.async = true; js.src = "//connect.facebook.net/en_US/all.js"; ref.parentNode.insertBefore(js, ref); }(document)); var appID = '0000000000000'; var channelUrl = '//myhost/channel.html'; // Init the SDK upon load window.fbAsyncInit = function() { FB.init({ appId : appID, // App ID channelUrl : channelUrl, status : true, // check login status cookie : true, // enable cookies to allow the server to access the session xfbml : true // parse XFBML }); FB.Event.subscribe('auth.statusChange', function(response) { if(!response.authResponse) FB.login(finish, {scope: 'publish_actions,publish_stream'}); else finish(response); }); FB.getLoginStatus(finish); } function finish(response) { alert("Hello "+response.name); } //]]> </script> </head> <body> <h1>Facebook login</h1> <p>Do NOT close this window.</p> <p>please wait...</p> </body> </html>

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  • iPhone SpeakHere example produces different number of samples

    - by pion
    I am looking at the SpeakHere example and added the following: // Overriding the output audio route UInt32 audioRouteOverride = kAudioSessionOverrideAudioRoute_Speaker; AudioSessionSetProperty(kAudioSessionProperty_OverrideAudioRoute, sizeof (audioRouteOverride), &audioRouteOverride); assert(status == noErr); // Changing the default output route. The new output route remains in effect unless you change the audio session category. This option is available starting in iPhone OS 3.1. UInt32 doChangeDefaultRoute = 1; status = AudioSessionSetProperty(kAudioSessionProperty_OverrideCategoryDefaultToSpeaker, sizeof(doChangeDefaultRoute), &doChangeDefaultRoute); assert(status == noErr); // Enable Bluetooth. See audioRouteOverride & doChangeDefaultRoute above // http://developer.apple.com/iphone/library/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/Cookbook/Cookbook.html#//apple_ref/doc/uid/TP40007875-CH6-SW2 UInt32 allowBluetoothInput = 1; status = AudioSessionSetProperty(kAudioSessionProperty_OverrideCategoryEnableBluetoothInput, sizeof(allowBluetoothInput), &allowBluetoothInput); assert(status == noErr); Also, void AQRecorder::handleInputBufferCallback(void *aqData, ... ... if (inNumPackets > 0) { NSLog(@"Number of samples = %d", inBuffer->mAudioDataByteSize/2); // print out the number of sample status = AudioFileWritePackets(aqr->mAudioFile, FALSE, inBuffer->mAudioDataByteSize, inPacketDesc, aqr->mCurrentPacket, &inNumPackets, inBuffer->mAudioData); assert(status == noErr); aqr->mCurrentPacket += inNumPackets; } ... Notice the "NSLog(@"Number of samples = %d", inBuffer-mAudioDataByteSize/2); // print out the number of sample" statement above. I am using iPhone SDK 3.1.3. I got the following results The number of samples is around 44,100 on Simulator The number of samples is around 22,000 on iPhone The number of samples is around 4,000 on iPhone using Jawbone Bluetooth I am new on this. Why did itproduce different number of samples? Thanks in advance for your help.

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  • Costs and Scope in developing a typical iphone application

    - by ali
    Iam new to iphone development and have been tasked to development a fairly simple iphone application. It would basically show listings of information eg accommodations, restaurants...around 8-9 different types. Drilling on one would show the details of it. These are dynamically sourced from a db (through an xml feed) that powers an existing website. Also users should have ability to save favourites and also an interactive google map showing locations of these places. Just would like to know how long would such an iphone application take to develop and what would it costs. As iam new to iphone dev, i do not know how big the scope is, any complications to anticipate, scope creep issues, and how much to charge. Want to give a reasonable estimate so that i dont overcharge.

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  • iPhone Mobile Safari File System Access

    - by Jon Smallberries
    Is it possible to write to a file in a native iPhone application and have a Safari browser read from that file after having the browser opened from the native app? Alternatively (and this would be great!), would it be possible to launch a mobile Safari webapp from a native iPhone app, and have that application access the OS 3.0 External Accessory Framework? My assumption is no... Basically, I have a functioning iPhone app that wraps a simple mobile Safari webapp, but I'd like to utilize the external accessory framework once I have launched the Safari webapp from the iPhone app...

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