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  • Audio Streaming API's: Wifi vs what?

    - by Moshe
    I've noticed certain radio apps, that some stations required wifi and others did not. What were those other stations possibly using? Are there other methods of streaming audio on iOS? Apparently, I was not clear in my question before. I'm asking in terms of API's. Is there an API to interact directly with say, FM radio, on iOS? Is wifi the only way of streaming audio?

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  • Reading binary file with Octave

    - by Anthony Blake
    I'm trying to a binary file consisting of floats with Octave (on OS X), but I'm getting the following error: octave-3.2.3:2> load Input.dat R -binary error: load: failed to read matrix from file `Input.dat' The file was written like so: std::ofstream fout("Input.dat", std::ios::trunc | std::ios::binary); fout.write(reinterpret_cast<char*>(Buf), N*sizeof(double)); fout.close(); Any idea what could be going wrong here?

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  • Why can't I reserve 1,000,000,000 in my vector ?

    - by vipersnake005
    When I type in the foll. code, I get the output as 1073741823. #include <iostream> #include <vector> using namespace std; int main() { vector <int> v; cout<<v.max_size(); return 0; } However when I try to resize the vector to 1,000,000,000, by v.resize(1000000000); the program stops executing. How can I enable the program to allocate the required memory, when it seems that it should be able to? I am using MinGW in Windows 7. I have 2 GB RAM. Should it not be possible? In case it is not possible, can't I declare it as an array of integers and get away? BUt even that doesn't work. Another thing is that, suppose I would use a file(which can easily handle so much data ). How can I let it read and write and the same time. Using fstream file("file.txt', ios::out | ios::in ); doesn't create a file, in the first place. But supposing the file exists, I am unable to use to do reading and writing simultaneously. WHat I mean is this : Let the contents of the file be 111111 Then if I run : - #include <fstream> #include <iostream> using namespace std; int main() { fstream file("file.txt",ios:in|ios::out); char x; while( file>>x) { file<<'0'; } return 0; } Shouldn't the file's contents now be 101010 ? Read one character and then overwrite the next one with 0 ? Or incase the entire contents were read at once into some buffer, should there not be atleast one 0 in the file ? 1111110 ? But the contents remain unaltered. Please explain. Thank you.

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  • Apple Airport Express, Extreme and Time Capsules, BT Home Hub, Wireless Extenders confusion

    - by Jamie Hartnoll
    I post quite frequently in Stack Overflow, but use Superuser less frequently. Mainly as I don't change hardware often and rarely have software issues! I live in a small stone cottage, and have an office in a separate building across a yard. I have a BT Homehub which is located in the cottage and a series of Ethernet cables running across the yard to the office. This is fine for my wired stuff. My main office computers are PCs running Windows 7 Ultimate, and one on Win7 Home, all working fine. I also have an old laptop on Win XP which works fine wirelessly in the house for those evenings in front of the TV catching up on a bit of work. I also have an iPhone and an iPad. Recently, I have been trying to get WiFi in the office so I can use Adobe Shadow (or whatever it now is!) to improve mobile web development efficiency using my iPhone and iPad, so I bought this: http://www.ebuyer.com/393462-zyxel-wre2205-500mbps-powerline-wireless-n300-range-extender-wre2205-gb0101f Thinking that would be lovely just plugged into the socket by the door in the office, extending the perimeter of the WiFi from my Homehub. I can't get it to work properly! If I plug a laptop into its ethernet port I can get it to connect to the Homehub and give me a kinda of wired, wireless extender. If, however, I plug the ethernet port into my home hub, it then seems to extend the network, but only my iOs devices work, and all my wired stuff stops working, and seems to create an infinite loop where windows connects to my homehob, and then rather to the internet, it then connects back to the extender thing. Anyway... in the meantime, I took a fatal trip to the Apple Store, where I purchased an Airport Express... solely for the purpose of hooking my iOs devices up as wireless music players in the house. I knew it had WiFi, but didn't want to use that part as an extender, I didn't think it would work on a Homehub anyway. It doesn't work on a Homehub! I now have a new wireless network in the house, which, when anything connects to it cannot connect to the Internet, so it works ONLY as a wireless music player. I then borrowed some Powerline Adaptors from someone and realised that this whole thing was getting totally out of control! It seems all the technology is out there but it's so complicated to get the right series of devices. To further add to the confusion, I wouldn't mind a network hard drive. I bought one that broke and lost everything, so now we're on to looking at the Apple Time Capsules. So my question is... IF... I buy an Apple Time Capsule, can I: Hook that up to my Homehub, leaving the homehub connected to the Internet so my Hub phones still work, then disable wireless on the homehub Link up my Airport Express to the Time Capsule PROPERLY so it will connect to the Internet Do the above with an Apple TV box should I buy one in future Use the Time Capsule as a network hard drive to store video and music that can be viewed/listened to via my iOS devices/Apple TV/Aiport Express anywhere even with my main PC off (this currently stores all this data) Hope that the IOS devices like the WiFi from the TimeCapsule better than the Homehub and work without extension, or buy another Airport Express to get WiFI in the office. Or... should I buy an Airport Extreme and use a USB hard drive for the network drive?

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  • Windows Azure: Major Updates for Mobile Backend Development

    - by ScottGu
    This week we released some great updates to Windows Azure that make it significantly easier to develop mobile applications that use the cloud. These new capabilities include: Mobile Services: Custom API support Mobile Services: Git Source Control support Mobile Services: Node.js NPM Module support Mobile Services: A .NET API via NuGet Mobile Services and Web Sites: Free 20MB SQL Database Option for Mobile Services and Web Sites Mobile Notification Hubs: Android Broadcast Push Notification Support All of these improvements are now available to use immediately (note: some are still in preview).  Below are more details about them. Mobile Services: Custom APIs, Git Source Control, and NuGet Windows Azure Mobile Services provides the ability to easily stand up a mobile backend that can be used to support your Windows 8, Windows Phone, iOS, Android and HTML5 client applications.  Starting with the first preview we supported the ability to easily extend your data backend logic with server side scripting that executes as part of client-side CRUD operations against your cloud back data tables. With today’s update we are extending this support even further and introducing the ability for you to also create and expose Custom APIs from your Mobile Service backend, and easily publish them to your Mobile clients without having to associate them with a data table. This capability enables a whole set of new scenarios – including the ability to work with data sources other than SQL Databases (for example: Table Services or MongoDB), broker calls to 3rd party APIs, integrate with Windows Azure Queues or Service Bus, work with custom non-JSON payloads (e.g. Windows Periodic Notifications), route client requests to services back on-premises (e.g. with the new Windows Azure BizTalk Services), or simply implement functionality that doesn’t correspond to a database operation.  The custom APIs can be written in server-side JavaScript (using Node.js) and can use Node’s NPM packages.  We will also be adding support for custom APIs written using .NET in the future as well. Creating a Custom API Adding a custom API to an existing Mobile Service is super easy.  Using the Windows Azure Management Portal you can now simply click the new “API” tab with your Mobile Service, and then click the “Create a Custom API” button to create a new Custom API within it: Give the API whatever name you want to expose, and then choose the security permissions you’d like to apply to the HTTP methods you expose within it.  You can easily lock down the HTTP verbs to your Custom API to be available to anyone, only those who have a valid application key, only authenticated users, or administrators.  Mobile Services will then enforce these permissions without you having to write any code: When you click the ok button you’ll see the new API show up in the API list.  Selecting it will enable you to edit the default script that contains some placeholder functionality: Today’s release enables Custom APIs to be written using Node.js (we will support writing Custom APIs in .NET as well in a future release), and the Custom API programming model follows the Node.js convention for modules, which is to export functions to handle HTTP requests. The default script above exposes functionality for an HTTP POST request. To support a GET, simply change the export statement accordingly.  Below is an example of some code for reading and returning data from Windows Azure Table Storage using the Azure Node API: After saving the changes, you can now call this API from any Mobile Service client application (including Windows 8, Windows Phone, iOS, Android or HTML5 with CORS). Below is the code for how you could invoke the API asynchronously from a Windows Store application using .NET and the new InvokeApiAsync method, and data-bind the results to control within your XAML:     private async void RefreshTodoItems() {         var results = await App.MobileService.InvokeApiAsync<List<TodoItem>>("todos", HttpMethod.Get, parameters: null);         ListItems.ItemsSource = new ObservableCollection<TodoItem>(results);     }    Integrating authentication and authorization with Custom APIs is really easy with Mobile Services. Just like with data requests, custom API requests enjoy the same built-in authentication and authorization support of Mobile Services (including integration with Microsoft ID, Google, Facebook and Twitter authentication providers), and it also enables you to easily integrate your Custom API code with other Mobile Service capabilities like push notifications, logging, SQL, etc. Check out our new tutorials to learn more about to use new Custom API support, and starting adding them to your app today. Mobile Services: Git Source Control Support Today’s Mobile Services update also enables source control integration with Git.  The new source control support provides a Git repository as part your Mobile Service, and it includes all of your existing Mobile Service scripts and permissions. You can clone that git repository on your local machine, make changes to any of your scripts, and then easily deploy the mobile service to production using Git. This enables a really great developer workflow that works on any developer machine (Windows, Mac and Linux). To use the new support, navigate to the dashboard for your mobile service and select the Set up source control link: If this is your first time enabling Git within Windows Azure, you will be prompted to enter the credentials you want to use to access the repository: Once you configure this, you can switch to the configure tab of your Mobile Service and you will see a Git URL you can use to use your repository: You can use this URL to clone the repository locally from your favorite command line: > git clone https://scottgutodo.scm.azure-mobile.net/ScottGuToDo.git Below is the directory structure of the repository: As you can see, the repository contains a service folder with several subfolders. Custom API scripts and associated permissions appear under the api folder as .js and .json files respectively (the .json files persist a JSON representation of the security settings for your endpoints). Similarly, table scripts and table permissions appear as .js and .json files, but since table scripts are separate per CRUD operation, they follow the naming convention of <tablename>.<operationname>.js. Finally, scheduled job scripts appear in the scheduler folder, and the shared folder is provided as a convenient location for you to store code shared by multiple scripts and a few miscellaneous things such as the APNS feedback script. Lets modify the table script todos.js file so that we have slightly better error handling when an exception occurs when we query our Table service: todos.js tableService.queryEntities(query, function(error, todoItems){     if (error) {         console.error("Error querying table: " + error);         response.send(500);     } else {         response.send(200, todoItems);     }        }); Save these changes, and now back in the command line prompt commit the changes and push them to the Mobile Services: > git add . > git commit –m "better error handling in todos.js" > git push Once deployment of the changes is complete, they will take effect immediately, and you will also see the changes be reflected in the portal: With the new Source Control feature, we’re making it really easy for you to edit your mobile service locally and push changes in an atomic fashion without sacrificing ease of use in the Windows Azure Portal. Mobile Services: NPM Module Support The new Mobile Services source control support also allows you to add any Node.js module you need in the scripts beyond the fixed set provided by Mobile Services. For example, you can easily switch to use Mongo instead of Windows Azure table in our example above. Set up Mongo DB by either purchasing a MongoLab subscription (which provides MongoDB as a Service) via the Windows Azure Store or set it up yourself on a Virtual Machine (either Windows or Linux). Then go the service folder of your local git repository and run the following command: > npm install mongoose This will add the Mongoose module to your Mobile Service scripts.  After that you can use and reference the Mongoose module in your custom API scripts to access your Mongo database: var mongoose = require('mongoose'); var schema = mongoose.Schema({ text: String, completed: Boolean });   exports.get = function (request, response) {     mongoose.connect('<your Mongo connection string> ');     TodoItemModel = mongoose.model('todoitem', schema);     TodoItemModel.find(function (err, items) {         if (err) {             console.log('error:' + err);             return response.send(500);         }         response.send(200, items);     }); }; Don’t forget to push your changes to your mobile service once you are done > git add . > git commit –m "Switched to use Mongo Labs" > git push Now our Mobile Service app is using Mongo DB! Note, with today’s update usage of custom Node.js modules is limited to Custom API scripts only. We will enable it in all scripts (including data and custom CRON tasks) shortly. New Mobile Services NuGet package, including .NET 4.5 support A few months ago we announced a new pre-release version of the Mobile Services client SDK based on portable class libraries (PCL). Today, we are excited to announce that this new library is now a stable .NET client SDK for mobile services and is no longer a pre-release package. Today’s update includes full support for Windows Store, Windows Phone 7.x, and .NET 4.5, which allows developers to use Mobile Services from ASP.NET or WPF applications. You can install and use this package today via NuGet. Mobile Services and Web Sites: Free 20MB Database for Mobile Services and Web Sites Starting today, every customer of Windows Azure gets one Free 20MB database to use for 12 months free (for both dev/test and production) with Web Sites and Mobile Services. When creating a Mobile Service or a Web Site, simply chose the new “Create a new Free 20MB database” option to take advantage of it: You can use this free SQL Database together with the 10 free Web Sites and 10 free Mobile Services you get with your Windows Azure subscription, or from any other Windows Azure VM or Cloud Service. Notification Hubs: Android Broadcast Push Notification Support Earlier this year, we introduced a new capability in Windows Azure for sending broadcast push notifications at high scale: Notification Hubs. In the initial preview of Notification Hubs you could use this support with both iOS and Windows devices.  Today we’re excited to announce new Notification Hubs support for sending push notifications to Android devices as well. Push notifications are a vital component of mobile applications.  They are critical not only in consumer apps, where they are used to increase app engagement and usage, but also in enterprise apps where up-to-date information increases employee responsiveness to business events.  You can use Notification Hubs to send push notifications to devices from any type of app (a Mobile Service, Web Site, Cloud Service or Virtual Machine). Notification Hubs provide you with the following capabilities: Cross-platform Push Notifications Support. Notification Hubs provide a common API to send push notifications to iOS, Android, or Windows Store at once.  Your app can send notifications in platform specific formats or in a platform-independent way.  Efficient Multicast. Notification Hubs are optimized to enable push notification broadcast to thousands or millions of devices with low latency.  Your server back-end can fire one message into a Notification Hub, and millions of push notifications can automatically be delivered to your users.  Devices and apps can specify a number of per-user tags when registering with a Notification Hub. These tags do not need to be pre-provisioned or disposed, and provide a very easy way to send filtered notifications to an infinite number of users/devices with a single API call.   Extreme Scale. Notification Hubs enable you to reach millions of devices without you having to re-architect or shard your application.  The pub/sub routing mechanism allows you to broadcast notifications in a super-efficient way.  This makes it incredibly easy to route and deliver notification messages to millions of users without having to build your own routing infrastructure. Usable from any Backend App. Notification Hubs can be easily integrated into any back-end server app, whether it is a Mobile Service, a Web Site, a Cloud Service or an IAAS VM. It is easy to configure Notification Hubs to send push notifications to Android. Create a new Notification Hub within the Windows Azure Management Portal (New->App Services->Service Bus->Notification Hub): Then register for Google Cloud Messaging using https://code.google.com/apis/console and obtain your API key, then simply paste that key on the Configure tab of your Notification Hub management page under the Google Cloud Messaging Settings: Then just add code to the OnCreate method of your Android app’s MainActivity class to register the device with Notification Hubs: gcm = GoogleCloudMessaging.getInstance(this); String connectionString = "<your listen access connection string>"; hub = new NotificationHub("<your notification hub name>", connectionString, this); String regid = gcm.register(SENDER_ID); hub.register(regid, "myTag"); Now you can broadcast notification from your .NET backend (or Node, Java, or PHP) to any Windows Store, Android, or iOS device registered for “myTag” tag via a single API call (you can literally broadcast messages to millions of clients you have registered with just one API call): var hubClient = NotificationHubClient.CreateClientFromConnectionString(                   “<your connection string with full access>”,                   "<your notification hub name>"); hubClient.SendGcmNativeNotification("{ 'data' : {'msg' : 'Hello from Windows Azure!' } }", "myTag”); Notification Hubs provide an extremely scalable, cross-platform, push notification infrastructure that enables you to efficiently route push notification messages to millions of mobile users and devices.  It will make enabling your push notification logic significantly simpler and more scalable, and allow you to build even better apps with it. Learn more about Notification Hubs here on MSDN . Summary The above features are now live and available to start using immediately (note: some of the services are still in preview).  If you don’t already have a Windows Azure account, you can sign-up for a free trial and start using them today.  Visit the Windows Azure Developer Center to learn more about how to build apps with it. Hope this helps, Scott P.S. In addition to blogging, I am also now using Twitter for quick updates and to share links. Follow me at: twitter.com/scottgu

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  • Windows Azure Recipe: Mobile Computing

    - by Clint Edmonson
    A while back, mashups were all the rage. The idea was to compose solutions that provided aggregation and integration across applications and services to make information more available, useful, and personal. Mashups ushered in the era of Web 2.0 in all it’s socially connected goodness. They taught us that to be successful, we needed to add web service APIs to our web applications. Web and client based mashups met with great success and have evolved even further with the introduction of the internet connected smartphone. Nothing is more available, useful, or personal than our smartphones. The current generation of cloud connected mobile computing mashups allow our mobilized workforces to receive, process, and react to information from disparate sources faster than ever before. Drivers Integration Reach Time to market Solution Here’s a sketch of a prototypical mobile computing solution using Windows Azure: Ingredients Web Role – with the phone running a dedicated client application, the web role is responsible for serving up backend web services that implement the solution’s core connected functionality. Database – used to store core operational and workflow data for the solution’s web services. Access Control – this service is used to authenticate and manage users identity, roles, and groups, possibly in conjunction with 3rd identity providers such as Windows LiveID, Google, Yahoo!, and Facebook. Worker Role – this role is used to handle the orchestration of long-running, complex, asynchronous operations. While much of the integration and interaction with other services can be handled directly by the mobile client application, it’s possible that the backend may need to integrate with 3rd party services as well. Offloading this work to a worker role better distributes computing resources and keeps the web roles focused on direct client interaction. Queues – these provide reliable, persistent messaging between applications and processes. They are an absolute necessity once asynchronous processing is involved. Queues facilitate the flow of distributed events and allow a solution to send push notifications back to mobile devices at appropriate times. Training & Resources These links point to online Windows Azure training labs and resources where you can learn more about the individual ingredients described above. (Note: The entire Windows Azure Training Kit can also be downloaded for offline use.) Windows Azure (16 labs) Windows Azure is an internet-scale cloud computing and services platform hosted in Microsoft data centers, which provides an operating system and a set of developer services which can be used individually or together. It gives developers the choice to build web applications; applications running on connected devices, PCs, or servers; or hybrid solutions offering the best of both worlds. New or enhanced applications can be built using existing skills with the Visual Studio development environment and the .NET Framework. With its standards-based and interoperable approach, the services platform supports multiple internet protocols, including HTTP, REST, SOAP, and plain XML SQL Azure (7 labs) Microsoft SQL Azure delivers on the Microsoft Data Platform vision of extending the SQL Server capabilities to the cloud as web-based services, enabling you to store structured, semi-structured, and unstructured data. Windows Azure Services (9 labs) As applications collaborate across organizational boundaries, ensuring secure transactions across disparate security domains is crucial but difficult to implement. Windows Azure Services provides hosted authentication and access control using powerful, secure, standards-based infrastructure. Windows Azure Toolkit for Windows Phone The Windows Azure Toolkit for Windows Phone is designed to make it easier for you to build mobile applications that leverage cloud services running in Windows Azure. The toolkit includes Visual Studio project templates for Windows Phone and Windows Azure, class libraries optimized for use on the phone, sample applications, and documentation Windows Azure Toolkit for iOS The Windows Azure Toolkit for iOS is a toolkit for developers to make it easy to access Windows Azure storage services from native iOS applications. The toolkit can be used for both iPhone and iPad applications, developed using Objective-C and XCode. Windows Azure Toolkit for Android The Windows Azure Toolkit for Android is a toolkit for developers to make it easy to work with Windows Azure from native Android applications. The toolkit can be used for native Android applications developed using Eclipse and the Android SDK. See my Windows Azure Resource Guide for more guidance on how to get started, including links web portals, training kits, samples, and blogs related to Windows Azure.

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  • Five geeky things you must do with your Android Smartphone

    - by Gopinath
    Android is the Windows of next generation. Its open, free, widely adopted and smart enough to outsmart Apple’s iOS. It’s a stolen product and cheap imitation of iOS, but Steve Job’s once quoted saying good artists copy and great artists steal. Alright, this post is not about Android vs iOS or is it really stolen or not. Android is a great OS for mobile devices and it lets you do amazing through mobiles.  In this post I want to write about the geeky things we can do with an Android Smartphone. Control your computer using mobile Assume that it is a lazy weekend and you are on a couch watching movies on a laptop which is a meter away. Now you want to adjust volume or skip a scene/song. How to control your laptop without moving out of couch? Just install Universal Remote free app on your smartphone and start control your computer using phone. Universal Remove app controls computers over Wifi or Bluetooth networks with dedicated remote controls for various media players and applications like YouTube, VLC & Spotify.  The application is very easy to use and works amazingly well in controlling computers. Few of the remote controls provided in the app are – Mouse, Keyboard, Media Controls, Power, Start, Windows Media Player, VLC Player,  YouTube. There is also paid version of this app with additional remotes, but for most of the users Free version is good enough. Stream YouTube videos playing on you mobile to computer You can stream YouTube videos playing on your mobile to computer/smart tv. This is something similar to Apple’s most popular AirPlay feature, but works only with YouTube videos. To start streaming videos install Google’s YouTube Remote on your smartphone, open youtube.com/leanback on your computer  and pair up mobile with computer. Once the pairing is done, videos played on YouTube Remote app will be streamed on to your computer. Access your mobile using any web browser – send/receive SMS, view photos/call logs, etc. Want to control your mobile phone using a computer? Install AirDroid app on your phone and start controlling your phone using computer browser – send and receive messages, view call logs, play music, upload/download files, edit contacts and many more. At times it’s lot of fun to access mobile using a big screen devices like laptops. Launch a webpage on your mobile browser using your computer With Google Chrome to Phone installed on your computer and mobile, you can send links and other information from Chrome browser to your Android device. With a click on Chrome browser, the current webpage of Chrome browser will be automatically launched on Android device. This is very handy when you want to send links, send driving direction to mobile using Google Maps and launch phone dialer with number selected on webpage. Install Apps on mobile using computer To install apps on your smartphone you really don’t need to touch it. Open any web browser, sing in to Google Play with your Google id that is associated with smartphone and start installing apps on to your phone right from the browser. As you browse apps on Google Play store, you find Install button and all you need to do is to just click Install. Google will automatically installs app on your mobile within few seconds.

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  • XCTest.framework build error

    - by user2703123
    I am using the DropBox Core API in my app and therefore, I must include the XCTest framework, because, when I haven't added the XCTest framework, my app can't connect to dropbox, however when I do add the framework, I get an error while building for the simulator. There is nothing wrong with my code! Here is the error: Ld /Users/Zach/Library/Developer/Xcode/DerivedData/SnapDrop!-fchnxyvnqyeefscfhmohrzxtiqeb/Build/Products/Debug-iphonesimulator/SnapDrop!.app/SnapDrop! normal i386 cd "/Users/Zach/Desktop/SnapDrop!" setenv IPHONEOS_DEPLOYMENT_TARGET 6.1 setenv PATH "/Applications/Xcode5-DP6.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin:/Applications/Xcode5-DP6.app/Contents/Developer/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin" /Applications/Xcode5-DP6.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang -arch i386 -isysroot /Applications/Xcode5-DP6.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator7.0.sdk -L/Users/Zach/Library/Developer/Xcode/DerivedData/SnapDrop!-fchnxyvnqyeefscfhmohrzxtiqeb/Build/Products/Debug-iphonesimulator -F/Users/Zach/Library/Developer/Xcode/DerivedData/SnapDrop!-fchnxyvnqyeefscfhmohrzxtiqeb/Build/Products/Debug-iphonesimulator -F/Users/Zach/Downloads/dropbox-ios-sdk-1.3.5 -F/Users/Zach/Downloads/dropbox-ios-sync-sdk-1-1.1.0 -F/Applications/Xcode5-DP6.app/Contents/Developer/Library/Frameworks -F/Users/Zach/Desktop -filelist /Users/Zach/Library/Developer/Xcode/DerivedData/SnapDrop!-fchnxyvnqyeefscfhmohrzxtiqeb/Build/Intermediates/SnapDrop!.build/Debug-iphonesimulator/SnapDrop!.build/Objects-normal/i386/SnapDrop!.LinkFileList -Xlinker -objc_abi_version -Xlinker 2 -fobjc-arc -fobjc-link-runtime -Xlinker -no_implicit_dylibs -mios-simulator-version-min=6.1 -framework iAd -framework AssetsLibrary -framework QuartzCore -framework SystemConfiguration -framework Security -framework CFNetwork -framework XCTest -framework Dropbox -framework DropboxSDK -framework CoreGraphics -framework UIKit -framework Foundation -Xlinker -dependency_info -Xlinker /Users/Zach/Library/Developer/Xcode/DerivedData/SnapDrop!-fchnxyvnqyeefscfhmohrzxtiqeb/Build/Intermediates/SnapDrop!.build/Debug-iphonesimulator/SnapDrop!.build/Objects-normal/i386/SnapDrop!_dependency_info.dat -o /Users/Zach/Library/Developer/Xcode/DerivedData/SnapDrop!-fchnxyvnqyeefscfhmohrzxtiqeb/Build/Products/Debug-iphonesimulator/SnapDrop!.app/SnapDrop! ld: building for iOS Simulator, but linking against dylib built for MacOSX file '/Applications/Xcode5-DP6.app/Contents/Developer/Library/Frameworks/XCTest.framework/XCTest' for architecture i386 clang: error: linker command failed with exit code 1 (use -v to see invocation) What should I do? If my framework is corrupt, can you tell me how to reinstall it? I have tried deleting and reinstalling Xcode with no luck.

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  • Generate jpeg compressed Tiff using RGB colorspace (using Java + JAI)

    - by nOiSe gaTe
    I'm trying to make tiled pyramidal tiffs from master tiff images using Java (JAI 1.1.3 + imageIO). The problem is: I NEED to make tiff files compressed in jpeg with RGB photometric interpretation and no matter what I try, the image still faces YCbCr photometric interpretation. Note: if I change compression type (eg. LZW or Deflate) I can get RGB colorspace but, as I said, I need jpeg compression. Except this detail the tiled PTiff I create it's ok, so I think it's better to focus the attention on simple compression step (uncompressed tiff -- jpeg tiff) this may be a basic example (removing any check to make it more readable) // reading MASTER BufferedImage img = ImageIO.read(uncompressedTiff); ImageOutputStream ios=null; ImageWriter writer=null; ios = ImageIO.createImageOutputStream(outFile); Iterator <ImageWriter> writers = ImageIO.getImageWritersByFormatName("tiff"); writer = writers.next(); // saving and compression params writer.setOutput(ios); ImageWriteParam param = writer.getDefaultWriteParam(); param.setCompressionMode(ImageWriteParam.MODE_EXPLICIT); param.setCompressionType("JPEG"); param.setCompressionQuality(0.8f); param.setTilingMode(ImageWriteParam.MODE_EXPLICIT); param.setTiling(256, 256, 0, 0); IIOMetadata metadata = getWriteMD(writer, param); // writing writer.write(metadata, new IIOImage(img, null, metadata), param); in getWriteMD method: .... TIFFTag photoInterp = base.getTag(BaselineTIFFTagSet.TAG_PHOTOMETRIC_INTERPRETATION); TIFFField fieldPhotoInter = new TIFFField(photoInterp, BaselineTIFFTagSet.PHOTOMETRIC_INTERPRETATION_RGB); .... here is the full version of getWriteMD()

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  • Errors with redefinitions after upgrade to XCode 3.2.3

    - by CA Bearsfan
    I recently upgraded to Snow Leopard and Xcode 3.2.5 so I could test on my iPod Touch and iPhone and ran into some problems with the project I was working on. First it couldn't find a Base SDK, then my old frameworks weren't hooking up correctly. Finally after setting the Project Format to Xcode 3.1 compatible (3.2 also worked) and the Base SDK for all configurations to iOS 4.2, then setting my iOS deployment target to iOS 3.0 I was able to get the system to find a Base SDK and attempt a build. That's when the frameworks didn't want to cooperate. 4/6 I'm using displayed in red, so I re routed the path to the iPhone simulator 4.2 platform which worked perfectly. I was able to build my project, no errors or warnings and my app worked fine. I went to work last night thinking I had fixed the problem. This morning I fired up the laptop and went to build my code base and now have 1142 errors all of which have to do with code I haven't written deemed as being redefined. Suggestions? The following is just a small sample of the error list (obviously don't need to see all 1142) //Frameworks/Foundation.framework/Headers/NSZone.h:48: error: redefinition of 'NSMakeCollectable' /Frameworks/Foundation.framework/Headers/NSObject.h:65: error: duplicate interface declaration for class 'NSObject' /Frameworks/Foundation.framework/Headers/NSObject.h:67: error: redefinition of 'struct NSObject'

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  • Lack of understanding crash report

    - by Alan Lai
    I have this crash report. Incident Identifier: CA9E350A-C842-4349-AAD8-E9E62E93BDD1 CrashReporter Key: 360bc129d2f79a48e291eb5ca38b24e822ed5b6b Hardware Model: xxx Process: OrientalDailyiOS [1502] Path: /var/mobile/Applications/39480A57-68FF-4C46-8445-340EFE204119/OrientalDailyiOS.app/OrientalDailyiOS Identifier: OrientalDailyiOS Version: ??? (???) Code Type: ARM (Native) Parent Process: launchd [1] Date/Time: 2012-10-14 15:49:10.884 -0700 OS Version: iOS 6.0 (10A403) Report Version: 104 Exception Type: EXC_CRASH (SIGABRT) Exception Codes: 0x0000000000000000, 0x0000000000000000 Crashed Thread: 0 Last Exception Backtrace: 0 CoreFoundation 0x37a0a29e __exceptionPreprocess + 158 1 libobjc.A.dylib 0x34e3197a objc_exception_throw + 26 2 CoreFoundation 0x37955b70 -[__NSArrayM objectAtIndex:] + 160 3 OrientalDailyiOS 0x00064fdc -[Main_NewsDetail viewDidLoad] (Main_NewsDetail.m:43) 4 UIKit 0x386cb590 -[UIViewController loadViewIfRequired] + 360 5 UIKit 0x38757336 -[UIViewController shouldAutorotate] + 22 6 UIKit 0x38798cd4 -[UIWindowController transition:fromViewController:toViewController:target:didEndSelector:] + 1540 7 UIKit 0x38797fca -[UIViewController presentViewController:withTransition:completion:] + 3390 8 UIKit 0x388ba252 -[UIViewController presentModalViewController:animated:] + 26 9 Foundation 0x34364a6a __NSFireDelayedPerform + 446 10 CoreFoundation 0x379df5da __CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__ + 10 11 CoreFoundation 0x379df28c __CFRunLoopDoTimer + 268 12 CoreFoundation 0x379ddefc __CFRunLoopRun + 1228 13 CoreFoundation 0x37950eb8 0x37948000 + 36536 14 CoreFoundation 0x37950d44 CFRunLoopRunInMode + 100 15 GraphicsServices 0x373e32e6 GSEventRunModal + 70 16 UIKit 0x387002fc 0x386a9000 + 357116 17 OrientalDailyiOS 0x0005fac2 main (main.m:16) 18 OrientalDailyiOS 0x0005fa84 0x5e000 + 6788 However, I couldn't know where is error, I play around with my apps but show no error. I also tried iOS 6 with iPad, no problem. what apple feedback was We found that your app crashed on iPad running iOS 6, which is not in compliance with the App Store Review Guidelines. Your app crashed on both Wi-Fi and cellular networks when we: 1. Launch the app. 2. Tap any item on main page. 3. App crashes.

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  • cisco 6500 crash enabling netflow

    - by bleomycin
    Hello everyone, i have a cisco 6503 running IOS 12.2(33)sxi5 and i'm trying to enable netflow. Following the instructions here http://www.manageengine.com/products/netflow/help/cisco-netflow/cisco-ios-netflow.html enabling for interface vlan 3, shortly after ip flow-export version 5 console outputs: CPU_MONITOR-6-NOT_HEARD: CPU monitor messages have not been heard for 30 seconds crashlog here: http://pastebin.com/Niv2H8xD it then writes a crash log and reloads the router. Has anyone else experienced anything like this before? Here is my running config prior to adding the options in the above link: http://pastebin.com/AgNb1ahG Thank you for any help!

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  • Location Services are always disabled in Mac OS X Lion

    - by rplusg
    A simple location services program was working fine on my machine and suddenly stopped working. Upon further exploring the problem, I realized that some process has disabled location services in System Preferences » Security & Privacy » Privacy. I checked Enable Location Services, but again it got disabled automatically. After some research I found that it's not just my program, even built-in system functions are also failing because of this problem for example System Preferences » Date & Time » Time Zone failed to get the current location. Every time I check Enable Location Services, I see the following error in the console logs: 16/10/12 11:23:15.636 AM [0x0-0x42042].com.apple.systempreferences: ERROR,Time,372059595.636,Function,"CLInternalSetLocationServicesEnabled",CLInternalSetLocationServicesEnabled failed 16/10/12 11:23:15.638 AM [0x0-0x42042].com.apple.systempreferences: STACK,Time,372059595.636,1 CoreLocation 0x00007fff8f9957be CLInternalSetLocationServicesEnabled + 110 Notes: WiFi is on I didn't install iOS Simulator I use Xcode Version 4.5 (4G182) I use Boot Camp and made my MacBook Pro dual boot (Mac OS X Lion and Windows 7) I do only Mac development but not iOS

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  • iPhone not detected by mac

    - by George
    My Mac doesn't recognize my iPhone when I plug it. Here is the configuration: (basically everything is updated) 10.6.4 mac system (Snow Leopard) XCode version 3.2.5 iTunes 10.1.2 iPhone 4 , 16 GB, iOS version 4.2.1 I tested for a few days with no problems but now it does not recognize it anymore. My provisioning profiles are brand new. It's not detected in iTunes, nor in the XCode Organizer. First it told me that there is no provisioned iOS Device connected. I deleted the iPhone from the Organizer and hoped it would get recognized again, but that didn't happen. I tried restart everything (Mac/iTunes/XCode/iPhone), but nothing worked. Do you have any ideas? I would be more interested in making it work with XCode right now. I don't really care about music and stuff.

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  • Setting font size of Closed Captions on iPhone

    - by forthrin
    Does anyone know if it's possible to control the font size on videos played in the built-in iPhone video player? The subtitles (or "Closed Captions") that are there by default are rather small. None of the attempts below change the font size at all: ffmpeg -y -i in.mkv -i in.srt -map 0:0 -map 0:1 -map 1:0 -vcodec copy -acodec aac -ab 256k -scodec mov_text -strict -2 -metadata title="Title" -metadata:s:s:0 language=eng out.mp4 sudo port install mplayer +mencoder_extras +osd mencoder in.mkv -sub in.srt -o out.mp4 -ovc copy -oac faac -faacopts br=256:mpeg=4:object=2 -channels 2 -srate 48000 -subfont-text-scale 10 -of lavf -lavfopts format=mp4 mp4box -add output.ttxt:hdlr=sbtl:size=50 output.mp4 Should we assume that iOS simply disregards size information, or has anyone ever seen styling of subtitles actually work on iOS? Anyone know how to make this work?

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  • A solid unity plugin to stream youtube video

    - by user3670018
    I've been searching for hours for a Unity 4.5 plugin that allows users to watch youtube video in an android app. (I've found several solutions for IOS but not android!). Can anyone give me some pointers? I've tried uwebkit(which only works for IOS), vuforia, and many google.com suggestions I found online. None of them worked and its very fustrating. I just want to watch a youtube video via an unity app in android phone/tablet. It shouldn't be that hard of a task /=. Oh, I've also tried Unity support forum, the response rate is a bit lower in SO/SU.

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  • C++ function will not return

    - by Mike
    I have a function that I am calling that runs all the way up to where it should return but doesn't return. If I cout something for debugging at the very end of the function, it gets displayed but the function does not return. fetchData is the function I am referring to. It gets called by outputFile. cout displays "done here" but not "data fetched" I know this code is messy but can anyone help me figure this out? Thanks //Given an inode return all data of i_block data char* fetchData(iNode tempInode){ char* data; data = new char[tempInode.i_size]; this->currentInodeSize = tempInode.i_size; //Loop through blocks to retrieve data vector<unsigned int> i_blocks; i_blocks.reserve(tempInode.i_blocks); this->currentDataPosition = 0; cout << "currentDataPosition set to 0" << std::endl; cout << "i_blocks:" << tempInode.i_blocks << std::endl; int i = 0; for(i = 0; i < 12; i++){ if(tempInode.i_block[i] == 0) break; i_blocks.push_back(tempInode.i_block[i]); } appendIndirectData(tempInode.i_block[12], &i_blocks); appendDoubleIndirectData(tempInode.i_block[13], &i_blocks); appendTripleIndirectData(tempInode.i_block[14], &i_blocks); //Loop through all the block addresses to get the actual data for(i=0; i < i_blocks.size(); i++){ appendData(i_blocks[i], data); } cout << "done here" << std::endl; return data; } void appendData(int block, char* data){ char* tempBuffer; tempBuffer = new char[this->blockSize]; ifstream file (this->filename, std::ios::binary); int entryLocation = block*this->blockSize; file.seekg (entryLocation, ios::beg); file.read(tempBuffer, this->blockSize); //Append this block to data for(int i=0; i < this->blockSize; i++){ data[this->currentDataPosition] = tempBuffer[i]; this->currentDataPosition++; } data[this->currentDataPosition] = '\0'; } void outputFile(iNode file, string filename){ char* data; cout << "File Transfer Started" << std::endl; data = this->fetchData(file); cout << "data fetched" << std::endl; char *outputFile = (char*)filename.c_str(); ofstream myfile; myfile.open (outputFile,ios::out|ios::binary); int i = 0; for(i=0; i < file.i_size; i++){ myfile << data[i]; } myfile.close(); cout << "File Transfer Completed" << std::endl; return; }

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  • Xcode 3 or Xcode 4

    - by Randolf
    Hi. I'm starting to learn development for the mac (then I'll learn iOS development). I just buy an iOS developer program, and I see there are 2 IDEs available for download: Xcode 3.x and Xcode 4 (GM Status). So I don't know where to start. Site's says that Xcode 4 its now "integrated" so there is one app instead of 3, and that it's better for small screen because tabs and other features (I'm using a 13" macbook). But looking for books I see books only for 3.X. I'm a C# & .NET programmer, I know that the fundamental is the language and the framework (Cocoa) but I've been told that getting proficient with Mac Dev is getting proficient with Xcode. I think that if I start with Xcode 4, then I'll learn on the "next" IDE and since I have no hurry I can wait until apps made with Xcode 4 are deployable (on the app store). But, maybe I'm wrong and I should start with Xcode 3 and the largest set of books and references available. Any advice?

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  • Apple’s Sep 10th event confirmed. iPhone 5S and low cost iPhone 5C launch is expected

    - by Gopinath
    The much rumored Apple event on September 10th is confirmed. Apple sent official event invitations to media houses and popular bloggers across the globe with the title "This should brighten your day". For the past couple of months there are a lot of speculations on next generation iPhone. Media and bloggers are dubbing it as iPhone 5S and rumored to have finger print sensor for biometric authentication, 12- or 13-megapixel camera with dual-LED flash, and a gold-colored variant. Another speculated surprise Apple may pull out is a low cost variant of iPhone called as iPhone 5C. In order to fight Android penetration, Apple is speculated to announce a plastic iPhone in multiple bold colors similar to the Nokia phones. The new iPhones will be running on iOS 7, a new flat UI which is drastically different from previous versions. iOS 7 is in beta for several months and it heavily barrowed user interface clues from Microsoft’s Windows 8 operating system. What ever Apple is going to introduce on September 10th, gadget freaks and investors are eagerly waiting to see if Apple can continue innovating after Steve Jobs. Since 2011 this is the big launch

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  • What needs to be done to port a Windows Flash game to Android?

    - by Russell Yan
    My team has developed a game using Flash (with Lua embeded) that targets Windows. And we want to port that game to Android (also iOS in the future). It's acceptable to rewrite the Flash part of client. And some other team in our company recommended Unity3D to replace the Flash part. Since we have no experience in Android/iOS development, we would need to learn some new tool/language anyway. So we would like that learning still be useful after the porting and when we starting a new game. Any thoughts? Edits: I think it is worth noticing the background of the game : the project is started by a tester and developer, both without knowing much about flex and actionscript. They built the game while learning, so most of the code is hard to maintain. I and other two developers joined the project after a year or so when one has leave (and the other be our manager). The other two developers are just graduates with little experience and little knowledge of flex. I am good at the server part and the c# language. Based on the fact that the code is hard to maintain (and we do need to change a lot of code to make the game easier to playe in a mobile device), and I am good at c# (and learning). I still tend to do the porting with Unity, which could get better performance and possibly save time.

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  • Apple iPhone 3GS 8GB now available for Rs 19,990

    - by samsudeen
    Well it is almost 2 years after the original launch, Apple has re-launched its  iPhone 3GS 8GB model for a much cheaper price of Rs.19,990 in India. This is an quite interesting move by Apple to wow the Indian smart phone market which is dominated by the cheaper android phones from Samsung , HTC and others. These are the specifications of the iPhone 3GS version ( just in case you have forgotten as it is too old) 3.5″ capacitive display with pixel dimensions of 320×480 3 MP camera with auto focus High speed connectivity up to 7.2 Mbps on 3G HSDPA 600 MHz  processor speed iOS 4.3 unlocked and upgradable to iOS 5.0 Hardware support for 3D graphics Millions of apps which are unique to iPhone. With only few months left for release of the much anticipated “iPhone 5″ and a market which is already loaded with a wide range of cheaper & feature rich smart phones the competition is going to be tougher for Apple This article titled,Apple iPhone 3GS 8GB now available for Rs 19,990, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • Securing Back End API for Mobile Applications

    - by El Guapo
    I have an application that I am writing for both iOS and Android; this application will be served by a ReSTFUL API running on a cluster of servers on "the internets". I am curious how the rest of the world is going about securing their APIs so only specific applications running on iOS or Android can use these APIs. I could go the same route as other OAuth providers by providing a key/secret combination (2-legged OAuth), however, what do I do if I ever have to change these keys??? Do I create a new key/secret for every person that downloads the app??? The application is a social-based game that will allow the user to interact with other "participants" in the game based on location, achievements, etc. The API will provide the following functions: -Questions, Quests, etc -Profile Management -User Interaction -Possible Social Interaction Once the app gains traction I plan on opening up the API ala Facebook, Twitter, etc. Which is easy enough, I plan on implementing an OAuth Server and whatnot. However, I want to make sure, during this phase, that only people who are using the application can access and use the API.

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  • The Apple Passbook

    - by David Dorf
    In a previous job I worked on smart card systems.  Our vision was to replace the physical wallet with a chip card that contained stored value, credit cards, and loyalty cards.  The technology was up to the task, but the business model never worked out.  When all those things go onto a single card, who owns the card and maintains the applications?  Each bank wanted their own card with branding, so instead of consolidating lots of cards onto one, we ended up with the same number of cards, just more expensive chip cards.  The Costanza wallet would not die. More recently I've been able to move lots of these cards into iOS apps using products like CardStar, TripIt, and Fandango.  I guess moving from physical to digital is progress, but still no consolidation.  But this week Apple announced its Passbook, an iOS feature that consolidates boarding passes, loyalty cards, and movie tickets.  Another step in the right direction. We've been waiting for Apple to announce a NFC solution to take advantage of the 400 million credit cards it stores in iTunes for its customers.  Perhaps Passbook is the first step in that direction.  It wouldn't take much to add credit cards to Passbook, then enable secure transfer of the track data using a NFC equipped iPhone.  I've got to think this has to be part of the larger vision, but of course Apple is very secretive. I think the steps will be loyalty, coupons, and then payment when it comes to the evolving Passbook.  Retailers should keep an eye on Apple, and expect these things to happen in the Apple stores first.

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  • Group Video Chat On iPad With Fring App

    - by Gopinath
    Apple’s Facetime is the simplest and most easy to use video chat application available for iOS devices and Apple Macs. Facetime lets you have a one-to-one video chat, but what about having a group chat on your iPad with a bunch of friends? Here comes Fring App for iPad that lets you group chat up to 4 members at a time. Unlike Facetime Fring does not impose any restriction on the network connectivity for video chatting. You can initiate a group video chatting on any network (3G, Wi-Fi, 4G, etc.) but Wi-Fi is the most preferred option for smooth video streaming. Also Fring is a cross platform application(runs on iOS, Android & Nokia), so your group video chat session can have a mix of devices – iPads, Android smartphones/tablets and Nokia mobiles. Anyone mobile device with a front facing  cam and Fring app is allowed to join the party. Here is the promotional ad of Fring’s group video chatting application By the way did I say that Fring is a free app? Group video on iPad at no cost!!! Download Fring from Apple’s AppStore This article titled,Group Video Chat On iPad With Fring App, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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