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  • Delegate Method only Firing after 5 or so Button Presses?

    - by CoDEFRo
    I'm having the most bizarre problem which I'm not even close to figuring out. I have a button which fires a delegate method. Once upon a time it was working fine, but after making some changes to my code, now the delegate method only fires after I push the button x amount of times (the changes I made to the code had nothing to do with the infrastructure that connects the delegate together). It varies, it can be 5 times to 10 times. I used the analyzer to check for memory leaks and there aren't any. There is too much code for me to paste here (I don't even know where to start or where the problem could be), but I'm wondering if anyone has experienced this problem before, or what could be causing it? This is very odd and have no clue what could be causing it.

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  • UIWebView from Navigation Bar button

    - by Dixit
    Im having issue with button on a top right hand side of naviogation bar on iOS: I have a button that can launch a app.html file from app itself and show on top of current view and That popup webview can be minimize with dDone button on it, Im having issues doing this, How can i call UIWebView on top of current view and allow it to launch app.html page from app directory. Currently i have: - (BOOL)webView:(UIWebView *)webViewer shouldStartLoadWithRequest:(NSURLRequest *)request navigationType:(UIWebViewNavigationType)navigationType{ } and this is a button that call that function UIBarButtonItem *showAppMenu = [[UIBarButtonItem alloc] initWithTitle:@"Help" style:UIBarButtonItemStylePlain target:self action:@selector(webView)];

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  • iOS - How to pass information from the VIEW to the Controller?

    - by user1720503
    I am fairly new to programming in general, and have been following the CS193p videos on iTunesU. I am currently doing assignment 3, and am having trouble getting a bit of information from the View sent to the View Controller. I believe I have set up the whole delegation thing correctly, so the question really is to how to get my View Controller to see a bit of information (such as self.bounds.size.width), which is a property that only the View has. Would this involve using self.dataSource? And if so, through what means could I pass this bit of information? Thanks!!

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  • multiple touches: touchend event fired only when a touchmove occurs

    - by dridri
    I would like to add some multitouch features to my javascript application when it is accessed from an ios device (and maybe android later). I want to provide a shiftkey-like functionality: the user may hold a button on the screen with one finger, and while this button is pressed, the behavior for a tap action on the rest of the screen is slightly different from the classic tap. The problem i'm running into is that i do not receive any touchend event for the tapping finger unless a touchmove is fired for the first finger holding the shiftkey button. Because the screen is very sensitive, touchmove events gets easily fired and in most cases everything works fine. But when the user's finger is a bit too still, the tapping is not detected until the user moves his finger a bit. This induces a variable 'delay' between the tapping and the action that occurs on the screen (the delay may vary and last a few seconds if the user is very calm). My guess is that this delay will cause the user to tap again and thus fire the action a second time, which is something that i don't want ! You can test it here with your ipad/iphone : http://jsfiddle.net/jdeXH/8/ Try to make the body remain green for a few seconds by holding your finger very still on the cyan div while tapping on the red div. Is this behavior to be expected ? Is there some known workaround for the problem ? I would have expected the touchend event to be fired right away when the finger is removed from the screen. i tested this with iOS 5.1.1 (ipad1 and iphone4s) edit: found a similar question Multitouch touchEvents not triggered as they should on Safari Mobile

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  • Setting up an independent delegate?

    - by fuzzygoat
    Its common for the dataSource and delegate to be the same object, its also common for this object to be the viewController. In all the info/tutorials that I have seen online delegates are always setup as above. If I wanted to create my own class instead can anyone give me any pointers as to how I might do that. Where does that object get instantiated, how do you connect the dataSource and delegate items etc. I am using UITableView to test this.

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  • Protecting from crashes (beyond bounds) with [object objectAtIndex:]

    - by Tom
    Hi! I'd like to know if there's a way to verify if an index exists before getting it. So it'd be way to protect my code against: *** Terminating app due to uncaught exception 'NSRangeException', reason: '*** -[NSCFArray objectAtIndex:]: index (2) beyond bounds (0)' Like in PHP you can do: isset($object[10]); and it'll return true if it exists. Is there such a method in Objective-C/Cocoa? Thanks!

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  • UITabBarController for main & about views?

    - by fuzzygoat
    I have two screens on my app that I want to present to users, the first is the main screen and the second is an about screen, brief instructions / credits. Currently I have this setup as a UITabBarController with two buttons and two views. Is this approach acceptable?

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  • Playing a sequence of sounds without gaps (iPhone)

    - by Fiire
    I thought maybe the fastest way was to go with Sound Services. It is quite efficient, but I need to play sounds in a sequence, not overlapped. Therefore I used a callback method to check when the sound has finished. This cycle produces around 0.3 seconds in lag. I know this sounds very strict, but it is basically the main axis of the program. EDIT: I now tried using AVAudioPlayer, but I can't play sounds in a sequence without using audioPlayerDidFinishPlaying since that would put me in the same situation as with the callback method of SoundServices. EDIT2: I think that if I could somehow get to join the parts of the sounds I want to play into a large file, I could get the whole audio file to sound continuously. EDIT3: I thought this would work, but the audio overlaps: waitTime = player.deviceCurrentTime; for (int k = 0; k < [colores count]; k++) { player.currentTime = 0; [player playAtTime:waitTime]; waitTime += player.duration; } Thanks

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  • Where i set touch effect when a spawn Srite are comming on the screen?

    - by shihab_returns
    I just create a scene where create a spawn spirit that comes from above screen height in Landscape mode. Now i want to remove spirits when i touch on it. I tried but seems the code not works and crashed also after a while. here is my code: /** TimerHandler for collision detection and cleaning up */ IUpdateHandler detect = new IUpdateHandler() { @Override public void reset() { } @Override public void onUpdate(float pSecondsElapsed) { Iterator<AnimatedSprite> targets = targetLL.iterator(); AnimatedSprite _target; while (targets.hasNext()) { _target = targets.next(); if (_target.getY() >= cameraHeight) { // removeSprite(_target, targets); tPool.recyclePoolItem(_target); targets.remove(); Log.d("ok", "---------Looop Inside-----"); // fail(); break; } } targetLL.addAll(TargetsToBeAdded); TargetsToBeAdded.clear(); } }; /** adds a target at a random location and let it move along the y-axis */ public void addTarget() { Random rand = new Random(); int minX = mTargetTextureRegion.getWidth(); int maxX = (int) (mCamera.getWidth() - mTargetTextureRegion.getWidth()); int rangeX = maxX - minX; Log.d("----point----", "minX:" + minX + "maxX:" + maxX + "rangeX:" + rangeX); int rX = rand.nextInt(rangeX) + minX; int rY = (int) mCamera.getHeight() + mTargetTextureRegion.getHeight(); Log.d("---Random x----", "Random x" + rX + "Random y" + rY); target = tPool.obtainPoolItem(); target.setPosition(rX, rY); target.animate(100); mMainScene.attachChild(target, 1); mMainScene.registerTouchArea(target); int minDuration = 2; int maxDuration = 32; int rangeDuration = maxDuration - minDuration; int actualDuration = rand.nextInt(rangeDuration) + minDuration; // MoveXModifier mod = new MoveXModifier(actualDuration, target.getX(), // -target.getWidth()); MoveYModifier mody = new MoveYModifier(actualDuration, -target.getHeight(), cameraHeight + 10); target.registerEntityModifier(mody.deepCopy()); TargetsToBeAdded.add(target); } @Override public boolean onAreaTouched(final TouchEvent pSceneTouchEvent, final ITouchArea pTouchArea, final float pTouchAreaLocalX, final float pTouchAreaLocalY) { if (pTouchArea == target) { Toast.makeText(getApplicationContext(), "Yoooooooo", Toast.LENGTH_LONG).show(); } return true; } ** My question is where i implements IOnAreaTouchListener in My code. ? ** Thanks in Advance.

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  • Facebook Graph Api doesn't redirect to my callback

    - by Pentium10
    I am following the steps to do the authorization as described here, but I am not redirected to my callback url. I get the following five steps after calling the first one: https://graph.facebook.com/oauth/authorize?display=touch&client_id=...&redirect_uri=... https://www.facebook.com/connect/uiserver.php?display=touch&client_id=...&redirect_uri=...&next=https://graph.facebook.com/oauth/authorize_success?display=touch&client_id=...&redirect_uri=...&type=web_server&cancel_url=https://graph.facebook.com/oauth/authorize_cancel?display=touch&client_id=...&redirect_uri=...&method=permissions.request&return_session=1 http://www.facebook.com/ http://touch.facebook.com/?w2m http://touch.facebook.com/login.php?next=http://touch.facebook.com/?w2m&cancel=http://touch.facebook.com/?w2m&fbconnect=0&r39c26cf0&refid=108 As you see the 5th steps just displays the login screen. If I log in, or I am already logged in I am presented with the home page. I use my application key, and the connect url of the app I've setup in FB Developers page. What I am doing wrong, why I am not redirected to my url?

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  • How do I increase Relevance value in an advanced MySQL query?

    - by morgant
    I've got a MySQL query similar to the following: SELECT *, MATCH (`Description`) AGAINST ('+ipod +touch ' IN BOOLEAN MODE) * 8 + MATCH(`Description`) AGAINST ('ipod touch' IN BOOLEAN MODE) AS Relevance FROM products WHERE ( MATCH (`Description`) AGAINST ('+ipod +touch' IN BOOLEAN MODE) OR MATCH(`LongDescription`) AGAINST ('+ipod +touch' IN BOOLEAN MODE) ) HAVING Relevance > 1 ORDER BY Relevance DESC Now, I've made the query more advanced by also searching for UPC: SELECT *, MATCH (`Description`) AGAINST ('+ipod +touch ' IN BOOLEAN MODE) * 8 + MATCH(`Description`) AGAINST ('ipod touch' IN BOOLEAN MODE) + `UPC` = '123456789012' * 16 AS Relevance FROM products WHERE ( MATCH (`Description`) AGAINST ('+ipod +touch' IN BOOLEAN MODE) OR MATCH(`LongDescription`) AGAINST ('+ipod +touch' IN BOOLEAN MODE) ) AND `UPC` = '123456789012' HAVING Relevance > 1 ORDER BY Relevance DESC That'll return results, but the fact that I had a successful match on the UPC does not increase the value of Relevance. Can I only do that kind of calculation w/full text searches like MATCH() AGAINST()? Clarification: Okay, so my real question is, why does the following not have a Relevance = 16? SELECT `UPC`, `UPC` = '123456789012' * 16 AS Relevance FROM products WHERE `UPC` = '123456789012' HAVING Relevance > 1 ORDER BY Relevance DESC

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  • Is the Zune HD's audio card better or worse than the iPod touch's?

    - by MatthewThepc
    Firstly, if this is the wrong site to ask this question I apologize, but I didn't see one for "music players" on the stack exchange website :) After reading a few people online say that music playing from a Zune HD sounds better to them than that on an iPod touch, I was wondering whether there's any truth to that? From what I can tell, the Zune HD uses a Wolfson Microelectronics WM8352, while the first-generation iPod Touch (which the Zune HD was competing with) used a Wolfson Microelectronics WM8758BG, and newer models use the Cirrus Logic CS4398 and CS42L61. Which ones are better (to make the question less subjective, let's say in terms of quality, range, & accuracy of output)? Admittedly, I have almost no idea how everything compares and works together, but it would seem to me that, just by looking at the version numbers, the iPod has been better since it's launch. Is there anything else that effects sound quality? Thanks!

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  • iPhone:How to find the control interaction under Touch?

    - by user187532
    Hello friends, I have a UILabel control in a view. I want to detect touch event occurred when this label touched. I added the following code, which should work whenever touch happens on the view. - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { // This should be called only when the label is touched, not all the time.. [ [UIApplication sharedApplication] openURL:[NSURL URLWithString:@"http://www.mywebsite.com"] ]; } Whenever that particular label is touched my code should do the process further, not when the touch is happening anywhere in the view. How do i find out the particular label (or) any control is touched under touchesEnded function ? Could someone guide me on this? Thank you.

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  • Fatsest way to edit alpha of CGImage (or UIImage) with touch and then display?

    - by Pankaj
    I have two image views, one on top of the another, with two different images. As the user touches the image and moves his/her finger, the top image should become transparent along the touch points with a fixed radius. (Like the PhotoChop app). Currently I am doing it this way... For each touch. Get a copy of the image buffer from CGImage of the top image. Edit the alpha channel of the buffer to create a transparent circle centered at the touch point. Create new CGImage from the buffer. Create UIImage from the CGImage and use the new UIImage as the top image view's image. This works but as you can see too many copy, creates are involved and it is slow. Can somebody please suggest me a faster way of doing the same thing?

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  • Restrict Tile Map to its boundaries

    - by Farooq Arshed
    I have loaded a tmx file in cocos2dx and now I am trying to implement panning. I have successfully implemented the panning first part where the map moves. Now I want to restrict the map so it does not display the map beyond its boundary where it shows black screen. I am confused as to how to implement it. Below is my code any help would be appreciated. bool HelloWorld::init() { if ( !CCLayer::init() ) { return false; } const char* tmx= "isometric_grass_and_water.tmx"; _tileMap = new CCTMXTiledMap(); _tileMap->initWithTMXFile(tmx); this->addChild(_tileMap); this->setTouchEnabled(true); return true; } void HelloWorld::ccTouchesBegan(CCSet *touches, CCEvent *event){ CCSetIterator it; for (it=touches->begin(); it!=touches->end(); ++it){ CCTouch* touch = (CCTouch*)it.operator*(); CCLog("touches id: %d", touch->getID()); oldLoc = touch->getLocationInView(); oldLoc = CCDirector::sharedDirector()->convertToGL(oldLoc); } } void HelloWorld::ccTouchesMoved(CCSet *touches, CCEvent *event) { if (touches->count() == 1) { CCTouch* touch = (CCTouch*)( touches->anyObject() ); this->moveScreen(touch); } else if (touches->count() == 2) { this->scaleScreen(touches); } } void HelloWorld::moveScreen(CCTouch* touch) { CCPoint currentLoc = touch->getLocationInView(); currentLoc = CCDirector::sharedDirector()->convertToGL(currentLoc); CCPoint moveTo = ccpSub(oldLoc, currentLoc); moveTo = ccpMult(moveTo, -1); oldLoc = currentLoc; this->setPosition(ccpAdd(this->getPosition(), ccp(moveTo.x, moveTo.y))); }

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  • Wheel rotation, to change velocity of vehicle

    - by Lewis
    I update the velocity of my vehicle like so: [v setVelocity: ((2 * 3.14 * 100 * (wheel.getRotationValue / 360) / 30)) * gameSpeed]; // update on 60 fps this gets velocity on all frames divide by 60 for 1 frame. This is done in my update method in my world class. Now wheel.getRotationValue returns the rotation value which is worked out like this: - (void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; CGPoint location = [touch locationInView:[touch view]]; location = [[CCDirector sharedDirector] convertToGL:location]; if (CGRectContainsPoint(wheel.boundingBox, location)) { CGPoint firstLocation = [touch previousLocationInView:[touch view]]; CGPoint location = [touch locationInView:[touch view]]; CGPoint touchingPoint = [[CCDirector sharedDirector] convertToGL:location]; CGPoint firstTouchingPoint = [[CCDirector sharedDirector] convertToGL:firstLocation]; CGPoint firstVector = ccpSub(firstTouchingPoint, wheel.position); CGFloat firstRotateAngle = -ccpToAngle(firstVector); CGFloat previousTouch = CC_RADIANS_TO_DEGREES(firstRotateAngle); CGPoint vector = ccpSub(touchingPoint, wheel.position); CGFloat rotateAngle = -ccpToAngle(vector); CGFloat currentTouch = CC_RADIANS_TO_DEGREES(rotateAngle); float limit = 0.5; rotationValue += (currentTouch - previousTouch) * limit; } touching = YES; } Say I steer the vehicle to the far right of the screen, and want to move it to the far left, It wont start moving to the left of the screen until the rotationValue is past 0 degrees again (the wheel is in its center posistion) and is dragged past this value. Is there anyway to change the code I have above, so that movement on the wheel is recognised instantly and updates the velocity of v instantly too?

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  • Build and test on 2.2.1 iPod Touch with XCode 3.2.2?

    - by slewis
    I've just installed Xcode 3.2.2 with iPhone SDK 3.2 Beta 5 (Snow Leopard) This version of Xcode didn't come with any iPhone SDKs older than 3.0. But I want to create an app that runs on all devices from iPhone OS 2.2.1 - 3.1.3. I managed to add older SDKs into Xcode by downloading iPhone 3.1.3 with Xcode 3.1.4 and installing each 2.x SDK from the 'Packages' folder in the .dmg. So now I can select 2.2.1 as 'iPhone OS Deployment Target' and the 'Base SDK' as 3.1.3, and the app will build (thus letting me use 3.1.3 APIs with conditional coding whilst still running on 2.2.1 devices). But the problem is the app will not install and run on my 2.2.1 iPod Touch. Instead, Xcode tells me 'No provisioned iPhone OS device is connected'. If I bring up the Organizer, in the left column, the iPod Touch has an orange sphere next to it, instead of green, and clicking on this reveals: 'The version of iPhone OS on “iPod touch” is too old for use with this version of the iPhone SDK. Please restore the device to a version of the OS listed below' I'm not sure how to get this version of the SDK to support 2.2.1. (It needs to be this download of XCode/iPhone SDK because I also want it to be a universal binary so it runs on the iPad with a minimum of fuss).

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  • Tips for XNA WP7 Developers

    - by Michael B. McLaughlin
    There are several things any XNA developer should know/consider when coming to the Windows Phone 7 platform. This post assumes you are familiar with the XNA Framework and with the changes between XNA 3.1 and XNA 4.0. It’s not exhaustive; it’s simply a list of things I’ve gathered over time. I may come back and add to it over time, and I’m happy to add anything anyone else has experienced or learned as well. Display · The screen is either 800x480 or 480x800. · But you aren’t required to use only those resolutions. · The hardware scaler on the phone will scale up from 240x240. · One dimension will be capped at 800 and the other at 480; which depends on your code, but you cannot have, e.g., an 800x600 back buffer – that will be created as 800x480. · The hardware scaler will not normally change aspect ratio, though, so no unintended stretching. · Any dimension (width, height, or both) below 240 will be adjusted to 240 (without any aspect ratio adjustment such that, e.g. 200x240 will be treated as 240x240). · Dimensions below 240 will be honored in terms of calculating whether to use portrait or landscape. · If dimensions are exactly equal or if height is greater than width then game will be in portrait. · If width is greater than height, the game will be in landscape. · Landscape games will automatically flip if the user turns the phone 180°; no code required. · Default landscape is top = left. In other words a user holding a phone who starts a landscape game will see the first image presented so that the “top” of the screen is along the right edge of his/her phone, such that the natural behavior would be to turn the phone 90° so that the top of the phone will be held in the user’s left hand and the bottom would be held in the user’s right hand. · The status bar (where the clock, battery power, etc., are found) is hidden when the Game-derived class sets GraphicsDeviceManager.IsFullScreen = true. It is shown when IsFullScreen = false. The default value is false (i.e. the status bar is shown). · You should have a good reason for hiding the status bar. Users find it helpful to know what time it is, how much charge their battery has left, and whether or not their phone is in service range. This is especially true for casual games that you expect someone to play for a few minutes at a time, e.g. while waiting for some event to start, for a phone call to come in, or for a train, bus, or subway to arrive. · In portrait mode, the status bar occupies 32 pixels of space. This means that a game with a back buffer of 480x800 will be scaled down to occupy approximately 461x768 screen pixels. Setting the back buffer to 480x768 (or some resolution with the same 0.625 aspect ratio) will avoid this scaling. · In landscape mode, the status bar occupies 72 pixels of space. This means that a game with a back buffer of 800x480 will be scaled down to occupy approximately 728x437 screen pixels. Setting the back buffer to 728x480 (or some resolution with the same 1.51666667 aspect ratio) will avoid this scaling. Input · Touch input is scaled with screen size. · So if your back buffer is 600x360, a tap in the bottom right corner will come in as (599,359). You don’t need to do anything special to get this automatic scaling of touch behavior. · If you do not use full area of the screen, any touch input outside the area you use will still register as a touch input. For example, if you set a portrait resolution of 240x240, it would be scaled up to occupy a 480x480 area, centered in the screen. If you touch anywhere above this area, you will get a touch input of (X,0) where X is a number from 0 to 239 (in accordance with your 240 pixel wide back buffer). Any touch below this area will give a touch input of (X,239). · If you keep the status bar visible, touches within its area will not be passed to your game. · In general, a screen measurement is the diagonal. So a 3.5” screen is 3.5” long from the bottom right corner to the top left corner. With an aspect ratio of 0.6 (480/800 = 0.6), this means that a phone with a 3.5” screen is only approximately 1.8” wide by 3” tall. So there are approximately 267 pixels in an inch on a 3.5” screen. · Again, this time in metric! 3.5 inches is approximately 8.89 cm. So an 8.89 cm screen is 8.89 cm long from the bottom right corner to the top left corner. With an aspect ratio of 0.6, this means that a phone with an 8.89 cm screen is only approximately 4.57 cm wide by 7.62 cm tall. So there are approximately 105 pixels in a centimeter on an 8.89 cm screen. · Think about the size of your finger tip. If you do not have large hands, think about the size of the fingertip of someone with large hands. Consider that when you are sizing your touch input. Especially consider that when you are spacing two touch targets near one another. You need to judge it for yourself, but items that are next to each other and are each 100x100 should be fine when it comes to selecting items individually. Smaller targets than that are ok provided that you leave space between them. · You want your users to have a pleasant experience. Making touch controls too small or too close to one another will make them nervous about whether they will touch the right target. Take this into account when you plan out your game initially. If possible, do some quick size mockups on an actual phone using colored rectangles that you position and size where you plan to have your game controls. Adjust as necessary. · People do not have transparent hands! Nor are their hands the size of a mouse pointer icon. Consider leaving a dedicated space for input rather than forcing the user to cover up to one-third of the screen with a finger just to play the game. · Another benefit of designing your controls to use a dedicated area is that you’re less likely to have players moving their finger(s) so frantically that they accidentally hit the back button, start button, or search button (many phones have one or more of these on the screen itself – it’s easy to hit one by accident and really annoying if you hit, e.g., the search button and then quickly tap back only to find out that the game didn’t save your progress such that you just wasted all the time you spent playing). · People do not like doing somersaults in order to move something forward with accelerometer-based controls. Test your accelerometer-based controls extensively and get a lot of feedback. Very well-known games from noted publishers have created really bad accelerometer controls and been virtually unplayable as a result. Also be wary of exceptions and other possible failures that the documentation warns about. · When done properly, the accelerometer can add a nice touch to your game (see, e.g. ilomilo where the accelerometer was used to move the background; it added a nice touch without frustrating the user; I also think CarniVale does direct accelerometer controls very well). However, if done poorly, it will make your game an abomination unto the Marketplace. Days, weeks, perhaps even months of development time that you will never get back. I won’t name names; you can search the marketplace for games with terrible reviews and you’ll find them. Graphics · The maximum frame rate is 30 frames per second. This was set as a compromise between battery life and quality. · At least one model of phone is known to have a screen refresh rate that is between 59 and 60 hertz. Because of this, using a fixed time step with a target frame rate of 30 will cause a slight internal delay to build up as the framework is forced to wait slightly for the next refresh. Eventually the delay will get to the point where a draw is skipped in order to recover from the delay. (See Nick's comment below for clarification.) · To deal with that delay, you can either stay with a fixed time step and set the frame rate slightly lower or else you can go to a variable time step and make sure to adjust all of your update data (e.g. player movement distance) to take into account the elapsed time from the last update. A variable time step makes your update logic slightly more complicated but will avoid frame skips entirely. · Currently there are no custom shaders. This might change in the future (there is no hardware limitation preventing it; it simply wasn’t a feature that could be implemented in the time available before launch). · There are five built-in shaders. You can create a lot of nice effects with the built-in shaders. · There is more power on the CPU than there is on the GPU so things you might typically off-load to the GPU will instead make sense to do on the CPU side. · This is a phone. It is not a PC. It is not an Xbox 360. The emulator runs on a PC and uses the full power of your PC. It is very good for testing your code for bugs and doing early prototyping and layout. You should not use it to measure performance. Use actual phone hardware instead. · There are many phone models, each of which has slightly different performance levels for I/O, screen blitting, CPU performance, etc. Do not take your game right to the performance limit on your phone since for some other phones you might be crossing their limits and leaving players with a bad experience. Leave a cushion to account for hardware differences. · Smaller screened phones will have slightly more dots per inch (dpi). Larger screened phones will have slightly less. Either way, the dpi will be much higher than the typical 96 found on most computer screens. Make sure that whoever is doing art for your game takes this into account. · Screens are only required to have 16 bit color (65,536 colors). This is common among smart phones. Using gradients on a 16 bit display can produce an ugly artifact known as banding. Banding is when, rather than a smooth transition from one color to another, you instead see distinct lines. Be careful to avoid this when possible. Banding can be avoided through careful art creation. Its effects can be minimized and even unnoticeable when the texture in question is always moving. You should be careful not to rely on “looks good on my phone” since some phones do have 32-bit displays and thus you’ll find yourself wondering why you’re getting bad reviews that complain about the graphics. Avoid gradients; if you can’t, make sure they are 16-bit safe. Audio · Never rely on sounds as your sole signal to the player that something is happening in the game. They might have the sound off. They might be playing somewhere loud. Etc. · You have to provide controls to disable sound & music. These should be separate. · On at least one model of phone, the volume control API currently has no effect. Players can adjust sound with their hardware volume buttons, but in game selectors simply won’t work. As such, it may not be worth the effort of providing anything beyond on/off switches for sound and music. · MediaPlayer.GameHasControl will return true when a game is hooked up to a PC running Zune. When Zune is running, any attempts to do anything (beyond check GameHasControl) with MediaPlayer will cause an exception to be thrown. If this exception is thrown, catch it and disable music. Exceptions take time to propagate; you don’t want one popping up in every single run of your game’s Update method. · Remember that players can already be listening to music or using the FM radio. In this case GameHasControl will be false and you should handle this appropriately. You can, alternately, ask the player for permission to stop their current music and play your music instead, but the (current) requirement that you restore their music when done is very hard (if not impossible) to deal with. · You can still play sound effects even when the game doesn’t have control of the music, but don’t think this is a backdoor to playing music. Your game will fail certification if your “sound effect” seems to be more like music in scope and length.

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  • How to access the Quick Link / Admin Menu in Windows 8 using touch?

    - by it depends
    In Windows 8 and Windows RT you can right-click in the bottom-left corner to access a menu of commonly used desktop links. You can access the same menu with the keyboard using Windows+X. Is there a way to access this menu using touch? I have a Surface RT and have tried a number of gestures in the corner (e.g., press and hold, swipe down) on both the Desktop and the Start Screen without any luck.

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  • POLL: How do you build your interfaces in xcode for iphone/coco-touch applications?

    - by LolaRun
    Hi all, It's been 2 months i'm using xcode and building iphone apps, and i'm finding it really hard to grasp the good design for the applications. I always face problems like you can't put your tabbarcontroller in another custom viewcontroller sort of a thing? or other problems... That 'sometimes' - of course - would work if you did the creation of the views/viewcontrollers programmatically. so I don't know if i should start writing the creation of my objects or use interface builder. This is why i'm asking this poll question, to see what's the most accepted way among other developers. I'm not going to answer my question, so the votes would not increase my reputation and risk my poll being closed soon. I prefer that the first two readers of this question should answer by 'using IB' and the second one 'programmatically' and the rest would vote up or down for these two answers. And don't vote my question either, i just need to know, and maybe someone else wants to know. so the longer this question lives the better. and gaining nothing from it concerning reputation would help that cause. thank you all for your cooperation. and go ahead and answer Peace

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  • Is there a touch-friendly casino gambling (poker, roulette, slot machine) application that interfaces with coin acceptors

    - by Pitto
    Hello everybody... Does anyone have experience with gambling games (roulette, poker and so on) on Ubuntu? I would like to setup a touchscreen kiosk in my home with Ubuntu... Anything that works with coin and cash acceptors, reports payouts, lets the administrator set payout rates and so on Any experiences/hints? I am interested in full statistics / pay tweakings / cash flow analysis... Thanks a lot!

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  • how to rotate a sprite using multi touch (andengine) in android?

    - by 786
    I am new to android game development. I am using andengine GLES-2. i have created sprite as a box. this box is now draggable by using this coding. it works fine. but i want multitouch on this which i want to rotate a sprite with 2 finger in that box and even it should be draggable. .... plz help someone by overwriting this code or by giving exact example of this doubt... i am trying this many days but no idea. final float centerX = (CAMERA_WIDTH - this.mBox.getWidth()) / 2; final float centerY = (CAMERA_HEIGHT - this.mBox.getHeight()) / 2; Box= new Sprite(centerX, centerY, this.mBox, this.getVertexBufferObjectManager()) { public boolean onAreaTouched(TouchEvent pSceneTouchEvent, float pTouchAreaLocalX, float pTouchAreaLocalY) { this.setPosition(pSceneTouchEvent.getX() - this.getWidth()/ 2, pSceneTouchEvent.getY() - this.getHeight() / 2); float pValueX = pSceneTouchEvent.getX(); float pValueY = CAMERA_HEIGHT-pSceneTouchEvent.getY(); float dx = pValueX - gun.getX(); float dy = pValueY - gun.getY(); double Radius = Math.atan2(dy,dx); double Angle = Radius * 360 ; Box.setRotation((float)Math.toDegrees(Angle)); return true; } thanks

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