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  • Alternatives to NSMutableArray for storing 2D grid - iOS Cocos2d

    - by SundayMonday
    I'm creating a grid-based iOS game using Cocos2d. Currently the grid is stored in an NSMutableArray that contains other NSMutableArrays (the latter are rows in the grid). This works ok and performance so far is pretty good. However the syntax feels bulky and the indexing isn't very elegant (using CGPoints, would prefer integer indices). I'm looking for an alternative. What are some alternatives data structures for 2D arrays in this situation? In my game it's very common to add and remove rows from the bottom of the grid. So the grid might start off 10x10, grow to 17x10, shrink to 8x10 and then finally end with 2x10. Note the column count is constant. I've consider using a vector<vector<Object*>>. Also I'm vaguely aware of some type of "fast array" or similar offered by Cocos2d. I'd just like to learn about best practices from other developers!

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  • CCUserDefault, iOS/Android and game updates

    - by Luke
    My game uses cocos2d-x and will be published on iOS platform first, later on Android. I save a lot of things with CCUserDefault (scores, which level was completed, number of coins taken, etc...). But now I have a big doubt. What will happen when the game will receive its first update? CCUserDefault uses an XML file stored somewhere in the app storage space. This file is created and retained until one uninstalls the app. I am wondering what happens when the app is updated. Will the old XML file be maintained? Because if not, how should I handle app updates (updates in the sense that 2, 3 or more new level packages will be added, but the informations about the old ones, like scores, which level was finished and which not, number of coins, etc., need absolutely not to be lost)?

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  • Multiplayer game communication framework for mac/ios

    - by ishaq
    (Cross post from stackoverflow) I am creating a multiplayer 2D game for Mac and iOS devices. I'll be using cocso2d for graphics/game engine, however I am largely blank on what to use for multiplayer communication. Please note that I cannot use central severs e.g. SmartFox, RedDwarf, etc since I want the players to "host" games for others and be able to play it on their LAN, VPN or my own servers. Any pointers? I checked lidgren but it's for .NET only and hence not an option for me. EDIT: just in case it wasn't clear, the messaging has to be real time hence it's probably going to be over UDP

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  • Building a chat-like functionality in iOS

    - by Mani BAtra
    I was planning to implement a functionality wherein a user can send data to a friend of his, similar to sending messages in WhatsApp. This is how I broke down the problem : The user registers for the app. This equates to user info being stored on a dedicated server. With the phone number as the key identifier. The user selects the friend to send a message to and pushes the data. The receiver polls the server regularly and acknowledges that the data has been received. I did a little bit of research and am thinking of implementing this using the XMPP Framework for iOS. Any pointers as to is this the correct implementation or some advice in general?

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  • iOS: Versioned static frameworks vs Git Submodules and included code

    - by drekka
    For the last couple of years I've been building static frameworks of common APIs for my iOS projects. I can build a universal binary containing all the architectures (i386, armv6, armv7) and wrap it up in a .framework directory structure. I then stored this in a directory based on the version of the framework. For example ..../myAPI/v0.1.0/myAPI.framework Once I have this framework I can then easily add it to a project and if I want to advance the version, merely change the framework search paths to the later version. This works, but the approach is very similar to what I would use in the Java world. Recently I've been reading about using Git submodules and static framework sub projects in XCode 4. Im wondering if my currently approach is something that I should consider retiring and what the pros/cons are of the new approach. I'm weary of just including code because I've already had issues in a work project which had (effectively) multiple versions of a third party API. Any opinions?

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  • Unity iOS optimization and draw calls

    - by vzm
    I am curious of what methods I should approach in optimizing my Unity project for iOS hardware. I have very little image effects running (directional light with low res shadows) and I used the combine children script from the standard assets to lessen the load on the CPU. My project currently runs with 45-57 draw calls at non-intensive segments and up to 178 at intensive segments. I heard that static batching relieves some of the stress, but the game has the environment moving around the player instead of the player moving around the environment. Is there any alternative that I may look towards to improving the draw call number?

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  • IOS Variable vs Property

    - by William Smith
    Just started diving into Objective-C and IOS development and was wondering when and the correct location I should be declaring variables/properties. The main piece of code i need explaining is below: Why and when should i be declaring variables inside the interface statement and why do they have the same variable with _ and then the same one as a property. And then in the implementation they do @synthesize tableView = _tableView (I understand what synthesize does) Thanks :-) @interface ViewController : UIViewController <UITableViewDataSource, UITableViewDelegate> { UITableView *_tableView; UIActivityIndicatorView *_activityIndicatorView; NSArray *_movies; } @property (nonatomic, retain) UITableView *tableView; @property (nonatomic, retain) UIActivityIndicatorView *activityIndicatorView; @property (nonatomic, retain) NSArray *movies;

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  • iOS Game that Runs Continuously in Background

    - by user2913669
    I'm trying to understand the most logical way of creating an iOS game that runs continuously in the background. For example.. you have tower and enemy waves. The game has endless enemy waves even when the game exits. When you open the game again, it will retrieve the data that occurred when the app was closed. I assume a database on a server would be the best solution. The values continuously increment on the server. The game connects to the server and retrieves the specific user's updated game data.

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  • Continuous integration (with iOS and Android projects)

    - by paxx
    I'm trying to make some positive changes in my company and one of the changes is implementing continuous integration. We do mobile development (iOS/Android) so I need a CI that supports both types of projects. As you can tell I don't know a lot about CI but I've googled a little bit and I think that Jenkins and Hudson are the two most popular. I have a two part questions. Your thought on Jenkins and Hudson? Is there a way for CI to check if the project is compiling to the coding standards (like loose coupling and so on)?

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  • 2D Physics in a networked game (iOS)?

    - by Pedro
    I am researching the possibilities for a new iOS game. It's going to be a run-n-gun type platformer, and I'm looking into the possibility of co-op multiplayer. The game itself wouldn't be very physics intensive, there will most likely be 20-30 physics bodies at any given time. For the multiplayer, I think I would have one player "hosting" and up to 3 other connecting via the Internet. Here's my first question, are there any 2D physics engines that work over a network(preferably open source)? My second question, Does anyone have any thoughts on using a non-networked engine (like Box2D or Chipmunk) and adding the networking component? Since there would not be very much information sent, do you think it would cause a lot of lag?

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  • iOS: game with facebook challenges

    - by nazz_areno
    I created a game for iPad and I want to challenge my facebook friends. I follow the iOS tutorial in "facebook dev docs", with the "Smash game", but it doesn't explain how to challenge a friend directly to a game. I will explain with an example: I want to start a new match and I want challenge a friend on facebook. Then I send him a request to install the app and when I detect that its app is installed I send him a request to play vs me. Then, when I finish the match I sent him my result and my friend do the same thing. But if I and my friend don't finish the match it is not possible to send another challenge. This scenario is not explained by facebook sdk. Is it necessary to use another instrument to do this situation?

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  • Drawing application on OpenGL for iOS (iPad)

    - by Alesia
    Some help is needed. I'm developing drawing application on OpenGL (deployment target 4.0) for iOS (iPad). We have 3 drawing tools: pen, marker (with alfa) and eraser. I draw with textures, using blending in orthographic projection. I can't use z-ordering because in this case I have to face a lot of troubles with cutting and erasing. The thing that I need is to make the pen be always on the top. When I first use marker and than pen - it's ok. But if I use pen first and marker over the pen - I can't see pen color under marker. I'd appreciate any help or advice. Thank you veeeeeery much!

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  • How to store and update data table on client side (iOS MMO)

    - by farseer2012
    Currently i'm developing an iOS MMO game with cocos2d-x, that game depends on many data tables(excel file) given by the designers. These tables contain data like how much gold/crystal will be cost when upgrade a building(barracks, laboratory etc..). We have about 10 tables, each have about 50 rows of data. My question is how to store those tables on client side and how to update them once they have been modified on server side? My opinion: use Sqlite to store data on client side, the server will parse the excel files and send the data to client with JSON format, then the client parse the JOSN string and save it to Sqlite file. Is there any better method? I find that some game stores csv files on client side, how do they update the files? Could server send a whole file directly to client?

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  • iOS NSError with global handler

    - by Sebastian Dressler
    I am in the beginning of programming an iOS app. Having read the Apple guides on how to deal with errors, I got the following most important points: Exceptions are for programmers Use NSError for the user Now, NSError is usually passed as out-argument which can then be used inside and has to be checked by the caller. However, I'm asking myself whether it is a good idea to use a global error handler, say a singleton which wraps around NSError and could be used to trigger errors and error handling from within the called function. Is there anything against that method or would it be a bad practice?

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  • UIDocumentInteractionController in iOS for Whatsapp Integration

    - by Smitha
    I was looking for a way to share my application created files through Whatsapp. I found we can chat using custom URL scheme provided by whatsapp : https://www.whatsapp.com/faq/iphone/23559013. But, to share files of my app, read that I have to use DicumentIntercationController. So, is there any smaple available? Also, when I read about apple docs, it says, "Create an instance of the UIDocumentInteractionController class for each file you want to interact with" (https://developer.apple.com/library/ios/documentation/FileManagement/Conceptual/DocumentInteraction_TopicsForIOS/Articles/PreviewingandOpeningItems.html#//apple_ref/doc/uid/TP40010410-SW1). So is it necessary to create instance for each file? I just want to share the files as and when i receive it through my service to my app. Thanks for the help in advance.

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  • (iOS) UI Automation AlertPrompt button/textField accessiblity

    - by lipd
    I'm having a bit of trouble with UI Automation (the built in to iOS tool) when it comes to alertView. First off, I'm not sure where I can set the accessibilityLabel and such for the buttons that are on the alertView. Secondly, although I am not getting an error, I can't get my textField to actually set the value of the textField to something. I'll put up my code for the alertView and the javaScript I am using for UI Automation. UIATarget.onAlert = function onAlert(alert) { // Log alerts and bail, unless it's the one we want var title = alert.name(); UIALogger.logMessage("Alert with title '" + title + "' encountered!"); alert.logElementTree(); if (title == "AlertPrompt") { UIALogger.logMessage(alert.textFields().length + ''); target.delay(1); alert.textFields()["AlertText"].setValue("AutoTest"); target.delay(1); return true; // Override default handler } else return false; } var target = UIATarget.localTarget(); var application = target.frontMostApp(); var mainWindow = application.mainWindow(); mainWindow.logElementTree(); //target.delay(1); //mainWindow.logElementTree(); //target.delay(1); var tableView = mainWindow.tableViews()[0]; var button = tableView.buttons(); //UIALogger.logMessage("Num buttons: " + button.length); //UIALogger.logMessage("num Table views: " + mainWindow.tableViews().length); //UIALogger.logMessage("Number of cells: " + tableView.cells().length); /*for (var currentCellIndex = 0; currentCellIndex < tableView.cells().length; currentCellIndex++) { var currentCell = tableView.cells()[currentCellIndex]; UIALogger.logStart("Testing table option: " + currentCell.name()); tableView.scrollToElementWithName(currentCell.name()); target.delay(1); currentCell.tap();// Go down a level target.delay(1); UIATarget.localTarget().captureScreenWithName(currentCell.name()); //mainWindow.navigationBar().leftButton().tap(); // Go back target.delay(1); UIALogger.logPass("Testing table option " + currentCell.name()); }*/ UIALogger.logStart("Testing add item"); target.delay(1); mainWindow.navigationBar().buttons()["addButton"].tap(); target.delay(1); if(tableView.cells().length == 5) UIALogger.logPass("Successfully added item to table"); else UIALogger.logFail("FAIL: didn't add item to table"); Here's what I'm using for the alertView #import "AlertPrompt.h" @implementation AlertPrompt @synthesize textField; @synthesize enteredText; - (id)initWithTitle:(NSString *)title message:(NSString *)message delegate:(id)delegate cancelButtonTitle:(NSString *)cancelButtonTitle okButtonTitle:(NSString *)okayButtonTitle withOrientation:(UIInterfaceOrientation) orientation { if ((self == [super initWithTitle:title message:message delegate:delegate cancelButtonTitle:cancelButtonTitle otherButtonTitles:okayButtonTitle, nil])) { self.isAccessibilityElement = YES; self.accessibilityLabel = @"AlertPrompt"; UITextField *theTextField; if(orientation == UIInterfaceOrientationPortrait) theTextField = [[UITextField alloc] initWithFrame:CGRectMake(12.0, 45.0, 260.0, 25.0)]; else theTextField = [[UITextField alloc] initWithFrame:CGRectMake(12.0, 30.0, 260.0, 25.0)]; [theTextField setBackgroundColor:[UIColor whiteColor]]; [self addSubview:theTextField]; self.textField = theTextField; self.textField.isAccessibilityElement = YES; self.textField.accessibilityLabel = @"AlertText"; [theTextField release]; CGAffineTransform translate = CGAffineTransformMakeTranslation(0.0, 0.0); [self setTransform:translate]; } return self; } - (void)show { [textField becomeFirstResponder]; [super show]; } - (NSString *)enteredText { return [self.textField text]; } - (void)dealloc { //[textField release]; [super dealloc]; } @end Thanks for any help!

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  • Why do Cisco IOS routers hang in the middle of large downloads?

    - by cjavapro
    After a few years in use. We have seen Cisco 871 and 851 routers that would hang if you had a single download that was more than 100M large. It is intermittent. Sometimes the problem goes away, sometimes it happens on very small downloads (just a 10KB web page). It seems that the just about all the downloads eventually finish, but the bigger the download the longer the hang. Is there a way to resolve this? (short of router replacement which is what we have been doing)

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  • Is there a way to submit a batch of commands to a Cisco router and have them execute from the router?

    - by atroon
    I need to change the configuration of a remote (6 hours' drive) client's Cisco 871 (IOS 12.4.15T) from my location because of some new internet service at his location. To be more precise, I need to change the default route, ip address of the outside interface (Fa4) and disable the PPPoE setup there. Unfortunately, doing any of this will (obviously) break the connection to the router. I do not have an out-of-band management modem set up (I know, I know). Is there any way to enter the commands I need to have run and have them execute one after the other, from a file on flash:? I have never tried anything like that before. Essentially a DOS-style batch file is exactly what I need. Nothing like it seems to be out there except using kron to execute CLI commands, but that is specified here as only taking EXEC commands, not configuration ones. Is there hope, or do I travel?

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  • Cisco IOS router config -- how to disable SSH / SNMP on all but loopback address?

    - by chris
    Sorry for the naive question; a quick reading of the cisco docs doesn't answer this question... So I've got a router (say for the sake of argument a 4500 running IOS 15.x) It has interfaces in 3 different subnets -- 10.0.0.1/24, 10.0.1.1/24, and 10.0.2.1/24 It also has a loopback address of 172.16.0.33 How do I make it so that SSH / SNMP and other administrative traffic works on the 172 address but doesn't work on the IP addresses I wish to only use for L3 forwarding? Ideally this can be done by disabling the control plane access to these interfaces not just by using an ACL, but whatever, I don't actually care that much as long as it works... Thanks!

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  • iOS: Using Jenkins for nightly internal builds (TestFlight), plus frequent client builds

    - by Amy Worrall
    I'm an iOS dev, working for a small agency. I'm currently on a few smaller projects where I'm the only developer. We recently acquired a Jenkins server, but each project is left to fend for themselves as for how to use it. I'd like to use it for making and distributing builds. My ideal would be: Every commit is built as a single IPA that is placed in a HTTP-accessible location. (It only needs to keep the latest one, otherwise the disk would fill up — some of our apps are 500MB or more.) Once a day it makes a build, signs it with our internal provisioning profile, tacks a build number onto the end of the version number, and sends it to our internal TestFlight team. When manually prompted, it builds the latest commit, gives it a manually specified version number, signs it with the client's provisioning profile and sends it to TestFlight. I'm pretty new to Jenkins. The developer who set up the server is running it on one of our projects, so I know it has the right stuff installed to do Xcode builds. I believe he's only using it to run unit tests though, not to do any of the code signing, IPA creation or TestFlight stuff. So my questions: I've listed three distinct kinds of build. How does Jenkins cope with that? I see there's a "build triggers" section in the config for a Jenkins project, but it doesn't seem to mention different types of build. Should I just set up multiple Jenkins projects, called "App X (continuous)", "App X (nightly)" and "App X (client)"? How do I specify the provisioning profile through Jenkins? If there isn't a way, I guess I could make different configurations in the Xcode project… Has anyone else used Jenkins to actually do the release (i.e. build and push to TestFlight) of beta builds of their apps? Is it a good idea? Or should I continue just doing it manually?

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  • IOS OpenGl transparency performance issue

    - by user346443
    I have built a game in Unity that uses OpenGL ES 1.1 for IOS. I have a nice constant frame rate of 30 until i place a semi transparent texture over the top on my entire scene. I expect the drop in frames is due to the blending overhead with sorting the frame buffer. On 4s and 3gs the frames stay at 30 but on the iPhone 4 the frame rate drops to 15-20. Probably due to the extra pixels in the retina compared to the 3gs and smaller cpu/gpu compared to the 4s. I would like to know if there is anything i can do to try and increase the frame rate when a transparent texture is rendered on top of the entire scene. Please not the the transparent texture overlay is a core part of the game and i can't disable anything else in the scene to speed things up. If its guaranteed to make a difference I guess I can switch to OpenGl ES 2.0 and write the shaders but i would prefer not to as i need to target older devices. I should add that the depth buffer is disabled and I'm blending using SrcAlpha One. Any advice would be highly appreciated. Cheers

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  • Updating games for iOS 6 and new iPhone/iPod Touch

    - by SundayMonday
    Say I have a game that runs full-screen on iPhone 4S and older devices. The balance of the game is just right for the 480 x 320 screen and associated aspect ratio. Now I want to update my game to run full-screen on the new iPhone/iPod Touch where the aspect ratio of the screen is different. It seems like this can be challenging for some games in terms of maintaining the "balance". For example if the extra screen space was just tacked onto the right side of Jet Pack Joyride the balance would be thrown off since the user now has more time to see and react to obstacles. Also it could be challenging in terms of code maintenance. Perhaps Jet Pack Joyride would slightly increase the speed of approaching obstacles when the game is played on newer devices. However this quickly becomes messy when extra conditional statements are added all over the code. One solution is to have some parameters that are set in once place at start-up depending on the device type. What are some strategies for updating iOS games to run on the new iPhone and iPod Touch?

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  • Ubuntu 12.04 LTS - Apple iPad 3 (iOS 7 non-jailbroken) USB connection problem

    - by Eldian
    I've bought an Apple iPad 3 (iOS 7 non-jailbroken), and I'm trying to connect it to my PC running Ubuntu 12.04 through the original USB cable. After I plugged in the cable, I got this message on the PC: The device 'iPad' is locked. Enter the passcode on the device and click 'Try again'. Slide to unlock on iPad, it's OK, I got this message on the PC again: The device 'iPad' is locked. Enter the passcode on the device and click 'Try again'. iPad: Trust this computer? TRUST/DON'T TRUST I've selected TRUST. PC: Unable to mount - DBus error org.freedesktop.DBus.Error.NoReply: Message did not receive a reply (timeout by message bus) OK, I've read some forums, everywhere there was this solution: "Install: ifuse, libimobiledevice-utils, Rhythmbox OK, I've installed them through terminal, and used the idevicepair unpair && idevicepair pair command also in the terminal. Then I got this message: Device is not paired with this host. I don't know what to do. Please help!

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  • How to whitelist external access to an internal webserver via Cisco ACLs?

    - by Josh
    This is our company's internet gateway router. This is what I want to accomplish on our Cisco 2691 router: All employees need to be able to have unrestricted access to the internet (I've blocked facebook with an ACL, but other than that, full access) There is an internal webserver that should be accessible from any internal IP address, but only a select few external IP addresses. Basically, I want to whitelist access from outside the network. I don't have a hardware firewall appliance. Until now, the webserver has not needed to be accessible externally... or in any case, the occasional VPN has sufficed when needed. As such, the following config has been sufficient: access-list 106 deny ip 66.220.144.0 0.0.7.255 any access-list 106 deny ip ... (so on for the Facebook blocking) access-list 106 permit ip any any ! interface FastEthernet0/0 ip address x.x.x.x 255.255.255.248 ip access-group 106 in ip nat outside fa0/0 is the interface with the public IP However, when I add... ip nat inside source static tcp 192.168.0.52 80 x.x.x.x 80 extendable ...in order to forward web traffic to the webserver, that just opens it up entirely. That much makes sense to me. This is where I get stumped though. If I add a line to the ACL to explicitly permit (whitelist) an IP range... something like this: access-list 106 permit tcp x.x.x.x 0.0.255.255 192.168.0.52 0.0.0.0 eq 80 ... how do I then block other external access to the webserver while still maintaining unrestricted internet access for internal employees? I tried removing the access-list 106 permit ip any any. That ended up being a very short-lived config :) Would something like access-list 106 permit ip 192.168.0.0 0.0.0.255 any on an "outside-inbound" work?

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  • Cisco 851 (IOS) router: FastEthernet 4 (WAN) got the shutdown flag.

    - by cjavapro
    At a customer location there was a Cisco 851 router (which uses IOS). The PCs on location were all of a sudden unable to connect. We came on site and found that FastEthernet 4 (the WAN port) was "administratively down". We ran these commands to resolve it config t interface fa4 no shutdown exit exit write Now the mystery is how the shutdown flag got there in the first place? The router was on battery backup... but during the outage it was power cycled by the customer. It is possible that there was a short outage by the ISP and that the power cycle caused the shutdown flag to come up. There may have been a hack or an attack pattern that caused the shutdown flag to come up. There may have been a hack or an attack pattern that the router to become unavailable and then caused the shutdown flag to be added on startup. Question: Does anybody have any clues? or at least remember that they had a shutdown flag come up on their WAN port also?

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