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  • iPhone Simulator 3.x not supported after upgrading to XCode 3.2.3 Beta4 with OS 4.0

    - by Jon
    I've been having some problems, & since you guys are the smartest devs I thought I'd just ask you. When I last installed Xcode 3.2.3 Beta 2 (OS 4.0 support), it had all the iPhone Device & Simulator 3.x. Now, updated to Xcode 3.2.3 Beta 4 (OS 4.0 support), it no longer lists 3.x SDKs for either simulator or device in XCode. I'm aware that 3.2.3 changes the BASE SDK to 4.0, but how come none of the 3.x devices are available either? When I go to: /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs The only two files available are: iPhoneSimulator3.2.sdk iPhoneSimulator4.0.sdk However, when I go to: /Developer/Platforms/iPhoneOS.platform/DeviceSupport 3.0 3.0.1 3.1 3.1.1 3.1.2 3.1.3 3.2 4.0 (8A274b)

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  • Compile/use unrar C++ source for iphone app?

    - by greypoint
    Writing an app that will include the ability to decompress zip and rar files. I think I'm OK on how to handle the .zips but .rars seem a little more trouble. I noticed that rarlabs has source available but it's C++. Is there a way to compile, wrap or otherwise use this code within an iPhone app? Reference: http://www.rarlab.com/rar_add.htm Open to alternate suggestions on how to handle .rar files as well. I'm still pretty much a newbie so please explain in small words :)

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  • Paint app for iPhone

    - by Comma
    I would like to develop a MS paint like app for the iPhone. Could you guys point me to some sample or tutorials on this topic? I'm new to Objective C and Xcode. Thanks

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  • ipad video format

    - by Mike
    When you use iTunes to sync your videos with the iPhone the videos are always saved with no more than 640 pixels wide, if I am not wrong. What about the iPad? What is the size of videos iTunes syncs with iPad? 1024x768? and what if the video has a dimension below 1024x768? Will it scale up? or will it keep the video at low res and scale when you play? thanks.

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  • Is this a good way to do a game loop for an iPhone game?

    - by Danny Tuppeny
    Hi all, I'm new to iPhone dev, but trying to build a 2D game. I was following a book, but the game loop it created basically said: function gameLoop update() render() sleep(1/30th second) gameLoop The reasoning was that this would run at 30fps. However, this seemed a little mental, because if my frame took 1/30th second, then it would run at 15fps (since it'll spend as much time sleeping as updating). So, I did some digging and found the CADisplayLink class which would sync calls to my gameLoop function to the refresh rate (or a fraction of it). I can't find many samples of it, so I'm posting here for a code review :-) It seems to work as expected, and it includes passing the elapsed (frame) time into the Update method so my logic can be framerate-independant (however I can't actually find in the docs what CADisplayLink would do if my frame took more than its allowed time to run - I'm hoping it just does its best to catch up, and doesn't crash!). // // GameAppDelegate.m // // Created by Danny Tuppeny on 10/03/2010. // Copyright Danny Tuppeny 2010. All rights reserved. // #import "GameAppDelegate.h" #import "GameViewController.h" #import "GameStates/gsSplash.h" @implementation GameAppDelegate @synthesize window; @synthesize viewController; - (void) applicationDidFinishLaunching:(UIApplication *)application { // Create an instance of the first GameState (Splash Screen) [self doStateChange:[gsSplash class]]; // Set up the game loop displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(gameLoop)]; [displayLink setFrameInterval:2]; [displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode]; } - (void) gameLoop { // Calculate how long has passed since the previous frame CFTimeInterval currentFrameTime = [displayLink timestamp]; CFTimeInterval elapsed = 0; // For the first frame, we want to pass 0 (since we haven't elapsed any time), so only // calculate this in the case where we're not the first frame if (lastFrameTime != 0) { elapsed = currentFrameTime - lastFrameTime; } // Keep track of this frames time (so we can calculate this next time) lastFrameTime = currentFrameTime; NSLog([NSString stringWithFormat:@"%f", elapsed]); // Call update, passing the elapsed time in [((GameState*)viewController.view) Update:elapsed]; } - (void) doStateChange:(Class)state { // Remove the previous GameState if (viewController.view != nil) { [viewController.view removeFromSuperview]; [viewController.view release]; } // Create the new GameState viewController.view = [[state alloc] initWithFrame:CGRectMake(0, 0, IPHONE_WIDTH, IPHONE_HEIGHT) andManager:self]; // Now set as visible [window addSubview:viewController.view]; [window makeKeyAndVisible]; } - (void) dealloc { [viewController release]; [window release]; [super dealloc]; } @end Any feedback would be appreciated :-) PS. Bonus points if you can tell me why all the books use "viewController.view" but for everything else seem to use "[object name]" format. Why not [viewController view]?

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  • iPhone development using AS3 (Resources)

    - by woodscreative
    I've just realeased my first game developed for the iPhone using AS3 and the iPhone Packager http://itunes.apple.com/us/app/snapshot-paintball/id407362440?mt=8&uo=4 I want to take the game to the next level but I am not using the native iPhone SDK so I need some other ideas, I am fresh to iPhone development and it's hard to find good resources, any AS3 developers out there willing to share some links? Highscore frameworks and best practices, connecting to Facebook, ui classes/gestures. Thanks.

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  • Beginner question about vertex arrays in OpenGL

    - by MrDatabase
    Is there a special order in which vertices are entered into a vertex array? Currently I'm drawing single textures like this: glBindTexture(GL_TEXTURE_2D, texName); glVertexPointer(2, GL_FLOAT, 0, vertices); glTexCoordPointer(2, GL_FLOAT, 0, coordinates); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); where vertices has four "xy pairs". This is working fine. As a test I doubled the sizes of the vertices and coordinates arrays and changed the last line above to: glDrawArrays(GL_TRIANGLE_STRIP, 0, 8); since vertices now contains eight "xy pairs". I do see two textures (the second is intentionally offset from the first). However the textures are now distorted. I've tried passing GL_TRIANGLES to glDrawArrays instead of GL_TRIANGLE_STRIP but this doesn't work either. I'm so new to OpenGL that I thought it's best to just ask here :-) Cheers!

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  • Organising files and classes in XCode (iPhone application)

    - by pulegium
    It's a generic question and really a newbie one too, so bear with me... I'm playing with some iPhone development, and trying to create a simple "flip type" application. Nothing sophisticated, let's say on the flip side is a short application summary, bit like 'help' and on the main screen is a simple board game, let's say tic-tac-toe or similar. Now, XCode has generated me 'Main View', 'Flipside View' and 'Application Delegate' folders, with default template files in them. Now the question is where do I create appropriate 'MVC' classes? Let's say (V)iew classes are going to be the ones that have been automatically created. So the Flipside view class is responsible for generating text/images etc on the 'help' view. 'Main View' class is what draws the items on the table and updates the counters, etc. Where should I place the 'controller' class? And also, should it only be dealing with proxying only to the model? According to this the controller method is called from the view and manipulates the method classes. Similarly, the results from model are passed back to the view class by the controller issuing the calls to appropriate view methods. Similarly, where does the model class go? or should I just create a new folder for each, controller and model class files? What I'm after is the best practices, or just a short description how people normally structure their applications. I know it's very specific and also undefined... I came from Django background, so the way stuff is organised there is slightly different. Hope this makes sense, sorry if it's all bit vague, but I have to start somewhere :) And yes I've read quite few docs on the apple developer site, but trouble is that the documents are either going into too much detail about the language/framework/etc and the examples are way too simplistic. Actually, this leads me to the final question, has anyone know any good example of relatively complete application tutorial which I could use as a reference in organising my files?...

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  • How to retrieve Directories size including all sub-directories?

    - by vikingosegundo
    I have stored images from the net like this Documents/imagecache/domain1/original/path/inURI/foo.png Documents/imagecache/domain2/original/path/inURI/bar.png Documents/imagecache/... Documents/imagecache/... Now I'd like to check the size of imagecache including all it sub-directories. Is there a convenient way of doing it — preferable without crawling through all the data manually?

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  • WalMart Slashes iPhone 3GS Price To 97$

    - by Gopinath
    WalMart store has slashed prices of iPhone 3GS 16GB model to 97$ with a two-year service contract. This offer saves you 100$ and it starts from today onwards. Apple slashes the prices of it’s products whenever they plan to release an upgraded version of the product. The slash  of iPhone 3GS has provided enough confirmation that Apple is planning to release next version of iPhone, unofficially dubbed as iPhone 4, in the upcoming WWDC conference. Click here to check the availability of iPhone 3GS stock at Walmart. Join us on Facebook to read all our stories right inside your Facebook news feed.

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  • Skype Video Calling Comes To iPhone And iPod Touch

    - by Gopinath
    Skype 3.0 app for iPhone/iPod Touch lets you make video calls right from your iOS device to another iOS device or computer running Skype application. Skype blog post says This season is very special as we are releasing a new version of Skype for iPhone and iPod Touch with video calling. Skype video calling is supported over WiFi and 3G* data connections. You can enjoy video calls with users on all Skype desktop versions and with other Skype for iPhone, iPod Touch, and iPad users. You can make video calls in both portrait and landscape mode and use both front and back cameras. Users on iPhone 4, 3GS and iPod Touch (4th Generation) can enjoy full 2-way video calling. Users with iPod Touch (3rd Generation) and iPads can receive video. Download the app straight from AppStore This article titled,Skype Video Calling Comes To iPhone And iPod Touch, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • iPhone Peripherals for Retailers

    - by David Dorf
    I saw RedLaser on the latest "Shopper" iPhone commercial on TV. Works great for consumers, but retailers will be more interested in a true barcode reader from someone like Infinite Peripherals, which also comes with a magstripe reader I previously mentioned the offerings from Square Verifone, and Mophie that allow swiping credit cards with an iPhone as well. So what's next? There's a decent list at WireLust that includes an IR dongle that turns your iPhone into a TV remote, armband monitors for use when exercising, and most recently a NFC/RFID reader. iCarte from Canadian firm Wireless Dynamics looks interesting. This device can be used for NFC payments and for reading RFID tags. The Canon printer I just bought for home has an iPhone app that lets me send iPhone pictures directly to the printer for printing. In that same vein, Seems like retailers could use bluetooth to print receipts on strategically place printers on the floor. I can't wait to see what they come up with for the iPad.

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  • iPhone: How To Quickly Save Images From Website

    - by Gopinath
    While browsing on your iPhone using web browser you saw a beautiful image and you want to save it to the gallery for future use. How do you save the image from website to your iPhone? Just tap and hold the image for sometime and iPhone presents you options to save image(as shown in the iPhone image 2 ).  Select the Save Image option and it’s saved on to your Photos album. That’s very easy to save images from website isn’t it? This article titled,iPhone: How To Quickly Save Images From Website, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • Make game for iPhone only

    - by Alex
    From the beginning of development on my game I was hoping to release it as a universal app, but the gameplay simply doesn't work as well on the iPad. Also, it was designed to work on the iPhone screen, and the (even slight) difference in width to height ratio gives iPhone users an advantage over iPad users by seeing more of the path ahead. Not to mention it doesn't look quite right on the larger screen. Hypothetically, if my game becomes a top seller, would it be a bad idea to have it only an iPhone app? Would it make it far less likely for my app to become viral? My app would still work on the iPad like any other iPhone app, and I plan on eventually releasing an update that supports both iPad and iPhone.

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  • how to connect facebook sdk with cocos2d

    - by iPhone Fun
    hi all, As we all know face book is providing SDK to add face book in our applications. In simple applications it's easy to add such sdk as all things are known, but how to add face book sdk in cocos2d applications. I am new to this thing, so if any one can help me out , how to add face book adk with cocos2d?? I've done the same in simple applications, but I am not able to work with cocos2d. Thanks in advance.

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  • iphone app not opening [closed]

    - by tazz789
    hi i have an iphone 2g firmware 3.1.3 ifone is jailbroken have install0us and appcake on it. i have downloaded tunein radio version 1.4 from apptrckr. it installed fine but i cannot open it. i wuold click on it, it would start i mean for like 1 second, then just close. i dont know whats wrong with it. can some please help me. i have kill sb on it, which restarts the spring board. i tried turning it off n back on again. deleted and re-installed. deleted it and turnt ifone off and back on, then re-installed it. it doesn't seem 2 work at all. any one know what 2 do. mind it is a cracked app. thankz..!!

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  • What iPhone OS APIs could I use to implement a transition animation similar to the iBook page flip t

    - by Dr Dork
    I'm building an iPad app that will have multiple paper pages and I'd like to implement a page transition affect that is similar to the animation you see when you turn pages in the iBooks app on the iPad. A few questions... Is that animation readily available somewhere in the UIKit API or would I have to implement it myself? If I have to implement it myself, what's a good approach or API I should look into? It definitely has a 3d feel to it, could they be using the OpenGL ES API for that? Thanks in advance for all your help, I'm going to start researching these questions right now.

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  • How to make my iPhone app compatible with iOS 4?

    - by Davide
    Hello, My iphoneos 3.1 based application is not working on iOS 4 GM: the camera is not showing in full screen, it doesn't correctly detects compass information, the uiwebviews doesn't respond to touches (they don't scroll), and so on. It's completely broken! Now my question is: how can I develop an update using the latest xcode with support for ios 4? The latest iOS 4 xcode (3.2.3) doesn't provide any way to develop for iPhoneOS 3.x ("base sdk missing"). By the other side, xcode 3.2.2 would not allow me to debug it on a iOS 4 device, so I can't test it.

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  • iPhone - is it IMPOSSIBLE to grab the contents of a CALayers composition?

    - by Mike
    I have a CALayer transformed in 3D on a offscreen UIView (much larger than 320x480). How do I dump what is seen on this UIView to a UIImage? NOTE: I Have edited the question to include this code... This is how I create the layer... CGRect area = CGRectMake (0,0,400,600]; vista3D = [[UIView alloc] initWithFrame:area ]; [self.view addSubview:vista3D]; [vista3D release]; transformed = [CALayer layer]; transformed.frame = area; [vista3D.layer addSublayer:transformed]; CALayer *imageLayer = [CALayer layer]; imageLayer.doubleSided = YES; imageLayer.frame = area; imageLayer.transform = CATransform3DMakeRotation(40 * M_PI / 180.0f, 1.0f, 0.0f, 0.0f); imageLayer.contents = (id)myRawImage.CGImage; [transformed addSublayer:imageLayer]; // Add a perspective effect CATransform3D initialTransform = transformed.sublayerTransform; initialTransform.m34 = 1.0 / -500; transformed.sublayerTransform = initialTransform; // now the layer is in perspective // my next step is to "flatten" the composition into a UIImage UIImage *thisIsTheResult = some magic command thanks for any help! EDIT 1: I have tried jessecurry solution but it gives me a flat layer without any perspective. EDIT 2: I discovered a partial solution for this that works, but this solution gives me an image the size of the screen and I was looking for obtaining a higher resolution version, rendering off screen.

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