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  • Connection make b/w iphone to windows pc-rajay [on hold]

    - by Rajay
    I Need to create connection between ios to windows by using socket programming in ios. I'm trying to to use an application to communicate with Windows via sockets. At the minimum, I'm trying to at least figure out how I can create a connection from the iPhone (maybe using the iPhone to ping the Windows machine?) I'm not really clear on where I need to start. I'm pretty new to iOS development in general, and brand new to socket/network programming. I've tried several tutorials that haven't gotten me far. My goal is: Connect to a server via sockets (the server will be a Windows machine with a service waiting for incoming connections from the iPhone) If possible, I would like to write/build the client piece first, but I have been lost thus far. Hopefully the nice folks in the SO community can lend a hand and point me in the right direction.

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  • I'm writing a diagnostic app for iOS that loads a predetermined set of webpages and records the time it takes for the page to render on the device.

    - by user1754840
    I'm writing a sort of diagnostic app for iOS that opens a predetermined list of websites and records the elapsed time it takes each to load. I have the app open a UIWebView within a ViewController. Here are the important bits of the ViewController source: - (void)viewDidLoad { [super viewDidLoad]; DataClass *obj = [DataClass getInstance]; obj.startOfTest = [NSDate date]; //load the first webpage NSString *urlString = [websites objectAtIndex:obj.counter]; //assume firstWebsite is already instantiated and counter is initially set to zero obj.counter = obj.counter + 1; NSURL *url = [NSURL URLWithString:urlString]; NSURLRequest *request = [NSURLRequest requestWithURL:url]; [obj.websiteStartTimes addObject:[NSDate date]]; [webView loadRequest:request]; } - (void)webViewDidFinishLoading:(UIWebView *)localWebView{ DataClass *obj = [DataClass getInstance]; //gets 'global' variables if(!webView.loading){ NSString *urlString = [websites objectAt:obj.counter]; obj.counter = obj.counter + 1; NSURL *url = [NSURL URLWithString:urlString]; NSURLRequest *request = [NSURLRequest requestWithURL:url]; [obj.websiteStartTimes addObject:[NSDate date]]; [webView loadRequest:request]; } The problem with this code is that it seems to load the next website before the one before it has finished. I would have thought that both the call to webViewDidFinishLoading AND the if statement within that would ensure that the website would be done, but that's not the case. I've noticed that sometimes, a single website will invoke the didFinishLoading method more than once, but it would only enter the if statement once. For example, if I have a list of ten websites, the webView would only really show the 3rd and the 6th website on the list and then indicate that it was "done" rendering them all. What else can I do to ensure that a website is done loading completely and rendered to the screen before the app moves on to the next one?

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  • OTA plist app install from within phonegap app for iPad

    - by Farhan Ahmad
    I am trying to initiate a OTA app install from within a phonegap iPad app. I have tried this: var url = "http://www.example.com/test.plist"; window.open("itms-services://?action=download-manifest&url=" + url, "_blank"); This works in iOS 5 but NOT iOS 6. I have also tried using the ChildBrowser plugin to point to a page with a link to the OTA app install but that doesn't work either. (If I visit the webpage directly from within the native iPad browser, it works fine) Does anyone know how I can initiate a OTA app install from within the phonegap iPad app? (must work in iOS 5 and iOS 6) I am trying to implement an auto update feature within a Ad-Hock iPad app (not through App Store). So when the app detects that there is a new update, it will prompt the user to install the new update and thats where I need this functionality.

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  • Android-iPhone single codebase cross development

    - by Lorenzo
    Is there a way, apart from using HTML and JavaScript on a web control, to have an (almost) single codebase for an application that should run on iOS and Android? The big issue is of course that they use a different language (Java for Android, Objective-C for iOS) for application development. It would be nice to have some sort of meta-language that will be translated in Java and in Objective-C. What about Flash? Adobe wasn't supposed to release a tool to create flash-based apps in iOS? Update: based on current answers, the best cross platform development tool for iOS and Android seems to be Titanium appcelerator. I suspect that this topic will evolve overtime, so feel free to contribute with new information and comments. Thank you!

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  • Invalid Parametes value

    - by Sheery
    Hi Guys, I have an application build in C#, for saving sms, MMS and contacts from the mobile attached via data cable. i am able to save sms and contacts but it gives an error of invalid parameters, my code for saving is if (iRet == PCCSErrors.CONA_OK) { dataVersit = (CAContentAccess.CADataDefinitions.CA_DATA_VERSIT)Marshal.PtrToStructure(bufData, typeof(CAContentAccess.CADataDefinitions.CA_DATA_VERSIT)); byte[] bVersitObject = new byte[dataVersit.iDataLength]; Marshal.Copy(dataVersit.pbVersitObject, bVersitObject, 0, dataVersit.iDataLength); System.IO.Stream ios = System.IO.File.Open(fileDlg.FileName, System.IO.FileMode.Create); ios.Write(bVersitObject, bVersitObject.GetLowerBound(0), dataVersit.iDataLength); ios.Flush(); ios.Close(); } else { PCCAPIUtils.ShowErrorMessage("CAReadItem", iRet); }

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  • C++ iostream not setting eof bit even if gcount returns 0

    - by raph.amiard
    Hi I'm developping an application under windows, and i'm using fstreams to read and write to the file. I'm writing with fstream opened like this : fs.open(this->filename.c_str(), std::ios::in|std::ios::out|std::ios::binary); and writing with this command fs.write(reinterpret_cast<char*>(&e.element), sizeof(T)); closing the file after each write with fs.close() Reading with ifstream opened like this : is.open(filename, std::ios::in); and reading with this command : is.read(reinterpret_cast<char*>(&e.element), sizeof(T)); The write is going fine. However, i read in a loop this way : while(!is.eof()) { is.read(reinterpret_cast<char*>(&e.element), sizeof(T)); } and the program keeps reading, even though the end of file should be reached. istellg pos is 0, and gcount is equal to 0 too, but the fail bit and eof bit are both ok. I'm running crazy over this, need some help ...

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  • how to send Zip(binary) file Through HTTP post method in mFC/C++?

    - by Mahantesh
    I am posting the file to server and its working fine, But the my code fails when i try to post the .zip file. May be my code is wrong in the reading the zip file contents data. ifstream::pos_type size; char * memblock; ifstream file ("example.zip", ios::in|ios::binary|ios::ate); if (file.is_open()) { size = file.tellg(); memblock = new char [size]; file.seekg (0, ios::beg); file.read (memblock, size); file.close(); postBody.AppendFormat("Content-Disposition: form-data; name=\"datafile\"; filename=\"%s\"; \r\n\n%s", zipFilePath, memblock); postBody.AppendFormat("\r\n--%s--\r\n", boundary); }

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  • Split a Large File In C++

    - by wdow88
    Hey all, I'm trying to write a program that takes a large file (of any time) and splits it into many smaller "chunks". I think I have the basic idea down, but for some reason I cannot create a chunk size over 12,000 bites. I know there are a few solutions on google, etc. but I am more interested in learning what the origin of this limitation is then actually using the program to split files. //This file splits are larger into smaller files of a user inputted size. #include<iostream> #include<fstream> #include<string> #include<sstream> #include <direct.h> #include <stdlib.h> using namespace std; void GetCurrentPath(char* buffer) { _getcwd(buffer, _MAX_PATH); } int main() { // use the function to get the path char CurrentPath[_MAX_PATH]; GetCurrentPath(CurrentPath);//Get the current directory (used for displaying output) fstream bigFile; string filename; int partsize; cout << "Enter a file name: "; cin >> filename; //Recieve target file cout << "Enter the number of bites in each smaller file: "; cin >> partsize; //Recieve volume size bigFile.open(filename.c_str(),ios::in | ios::binary); bigFile.seekg(0, ios::end); // position get-ptr 0 bytes from end int size = bigFile.tellg(); // get-ptr position is now same as file size bigFile.seekg(0, ios::beg); // position get-ptr 0 bytes from beginning for (int i = 0; i <= (size / partsize); i++) { //Build File Name string partname = filename; //The original filename string charnum; //archive number stringstream out; //stringstream object out, used to build the archive name out << "." << i; charnum = out.str(); partname.append(charnum); //put the part name together //Write new file part fstream filePart; filePart.open(partname.c_str(),ios::out | ios::binary); //Open new file with the name built above //Check if near the end of file if (bigFile.tellg() < (size - (size%partsize))) { filePart.write(reinterpret_cast<char *>(&bigFile),partsize); //Write the selected amount to the file filePart.close(); //close file bigFile.seekg(partsize, ios::cur); //move pointer to next position to be written } //Changes the size of the last volume because it is the end of the file else { filePart.write(reinterpret_cast<char *>(&bigFile),(size%partsize)); //Write the selected amount to the file filePart.close(); //close file } cout << "File " << CurrentPath << partname << " produced" << endl; //display the progress of the split } bigFile.close(); cout << "Split Complete." << endl; return 0; } Any ideas? Thanks!

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  • Invalid parameter used when trying to save a graphic image of mms.

    - by Sheery
    Hi, I have an application build in C# using PC Suite API, when i am trying to copy mms image to my PC it gives me an error of invalid parameters, can any one help me in this matter ...my code is dataVersit = (CAContentAccess.CADataDefinitions.CA_DATA_VERSIT)Marshal.PtrToStructure(bufData, typeof(CAContentAccess.CADataDefinitions.CA_DATA_VERSIT)); byte[] bVersitObject = new byte[dataVersit.iDataLength]; Marshal.Copy(dataVersit.pbVersitObject, bVersitObject, 0 , dataVersit.iDataLength); System.IO.Stream ios = System.IO.File.Open(fileDlg.FileName, System.IO.FileMode.Create); ios.Write(bVersitObject, bVersitObject.GetLowerBound(0), dataVersit.iDataLength); ios.Flush(); ios.Close();

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  • On Android, app jumps back to default Page on orientation change

    - by SteAp
    I tested my Xamarin.Forms app on iOS and Android and found this difference when I change the orientation of the mobile device: On iOS, the app keeps the current page On Android, the app seems to restart using the default page (or probably pop all pages except the first one). Since I've never seen this behavior in another Android app, I'd like to disable it. Moreover, I don't think that this behavior is Android default. Which property do I need to set the make the Android target behave as the iOS target?

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  • Split a binary file into chunks c++

    - by L4nce0
    I've been bashing my head against trying to first divide up a file into chunks, for the purpose of sending over sockets. I can read / write a file easily without splitting it into chunks. The code below runs, works, kinda. It will write a textfile and has a garbage character. Which if this was just for txt, no problem. Jpegs aren't working with said garbage. Been at it for a few days, so I've done my research, and it's time to get some help. I do want to stick strictly to binary readers, as this need to handle any file. I've seen a lot of slick examples out there. (none of them worked for me with jpgs) Mostly something along the lines of while(file)... I subscribe to the, if you know the size, use a for-loop, not a while-loop camp. Thank you for the help!! vector<char*> readFile(const char* fn){ vector<char*> v; ifstream::pos_type size; char * memblock; ifstream file; file.open(fn,ios::in|ios::binary|ios::ate); if (file.is_open()) { size = fileS(fn); file.seekg (0, ios::beg); int bs = size/3; // arbitrary. Actual program will use the socket send size int ws = 0; int i = 0; for(i = 0; i < size; i+=bs){ if(i+bs > size) ws = size%bs; else ws = bs; memblock = new char [ws]; file.read (memblock, ws); v.push_back(memblock); } } else{ exit(-4); } return v; } int main(int argc, char **argv) { vector<char*> v = readFile("foo.txt"); ofstream myFile ("bar.txt", ios::out | ios::binary); for(vector<char*>::iterator it = v.begin(); it!=v.end(); ++it ){ myFile.write(*it,strlen(*it)); } }

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  • Accessing Files in Iphone

    - by user536221
    hi, I am Developing an application in IOS 4.0, and have made several apps in Symbian S60v3, Where i am stuck in IOS is that i want to access a file from the device which is saved from a third party application to some location in Iphone, NOw in the case of symbian i new its in System\Data\xyz\alpha.inf; but in case of IOS i don't know how to access the location. Would appreciate if some one can help ... Regards Nakul Kundra

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  • My server app works strangely. What could be the reason(s)?

    - by Poni
    Hi! I've written a server app (two parts actually; proxy server and a game server) using C++ (board game). It uses IOCP as the sockets interface. For that app I've also written a "client simulator" (hereafter "client") app that spawns many client connections, where each of them plays, in very high speed, getting the CPU to be 100% utilized. So, that's how it goes in terms of topology: Game server - holds the game state. Real players do not connect it directly but through the proxy server. When a player joins a game, the proxy actually asks for it on behalf of that player, and the game server spawns a "player instance" for that player, and from now on, every notification between the game server and the player is being passed through the proxy. Proxy server - holds TCP connections with the real players. Players communicate with the game server through it only. Client simulator - connects to the proxy only. When running the server (again, it's actually two server apps) & client locally it all works just fine. I'm talking about 40k+ player instances in which all of them are active in a game. On the other hand, when running the server remotely with, say, 1000 clients who play things getting strange. For example, I run it as said above. Then with Task Manager I kill the client simulator app ("End Process Tree"). Then it seems like the buffer of the remote server got modified by another thread, or in other words, a memory corruption has been occurred. The server crashes because it got an unknown message id (it's a custom protocol where each message has it's own unique number). To make things clear, here is how I run the apps: PC1 - game server and clients simulator (because the clients will connect the proxy). PC2 - proxy server. The strangest thing is this: Only the remote side gets "corrupted". Remote in terms that it's not the PC I use to code the app (VC++ 2008). Let's call the PC I use to code the apps "PC1". Now for example, if this time I ran the game server on PC1 (it means that proxy server on PC2 and clients simulator on PC1), then the proxy server crashes with an "unknown message id" error. Another variation is when I run the proxy server on PC1 (again, the dev machine), the game server and the clients simulator on PC2, then the game server on PC2 gets crashed. As for the IOCP config: The servers' internal connections use the default receive/send buffer sizes. Tried even with setting them to 1MB, but no luck. I have three PCs in total; 2 x Vista 64bit <<-- one of those is the dev machine. The other is connected through WiFi. 1 x WinXP 32bit They're all connected in a "full duplex" manner. What could be the reason? Tried about everything; Stack tracing, recording some actions (like read/write logging).. I want to stress that only the PC I'm not using to code the apps crashes (actually the server app "role" which is running on it - sometimes the game server and sometimes the proxy server). At first I thought that maybe the wireless PC has problems (it's wireless..) but: TCP has it's own mechanisms to make sure the packet is delivered properly. Also, a crash also happens when trying it with the two PCs that are physically connected (Vista vs. XP). Another option is that the Windows DLLs versions might have problems, but then again, one of the tests is Vista vs. Vista, and the other is Vista vs. XP. Any idea?

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  • How do I run Firefox OS as a standalone application?

    - by JamesTheAwesomeDude
    I got the add-on for the Firefox OS simulator, and it works great! It even keeps functioning after Firefox is closed, so I can save processing power for other things. I'd like to run it as a standalone application, so that I don't even have to open Firefox in the first place. I've gone to the System Monitor, and it says that the process (I guessed which by CPU usage and filename) was started via /home/james/.mozilla/firefox-trunk/vkuuxfit.default/extensions/[email protected]/resources/r2d2b2g/data/linux64/b2g/plugin-container 3386 true tab, so I tried running that in the Terminal (after I'd closed the simulator, of course,) but it gives this: james@james-OptiPlex-GX620:~/.mozilla/firefox-trunk/vkuuxfit.default/extensions/[email protected]/resources/r2d2b2g/data/linux64/b2g$ ./plugin-container 3386 true tab ./plugin-container: error while loading shared libraries: libxpcom.so: cannot open shared object file: No such file or directory james@james-OptiPlex-GX620:~/.mozilla/firefox-trunk/vkuuxfit.default/extensions/[email protected]/resources/r2d2b2g/data/linux64/b2g$ What should I do? Is what I'm attempting even possible? (It should be, since the simulator kept running even after Firefox itself was closed...) NOTE: I've tried chmod u+sx plugin-container, but that didn't help.

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  • Impact Earth Lets You Simulate Asteroid Impacts

    - by Jason Fitzpatrick
    If you’re looking for a little morbid simulation to cap off your Friday afternoon, this interactive asteroid impact simulator makes it easy to the results of asteroid impacts big and small. The simulator is the result of a collaboration between Purdue University and the Imperial College of London. You can adjust the size, density, impact angle, and impact velocity of the asteroid as well as change the target from water to land. The only feature missing is the ability to select a specific location as the point of impact (if you want to know what a direct strike to Paris would yield, for example, you’ll have to do your own layering). Once you plug all that information in, you’re treated to a little 3D animation as the simulator crunches the numbers. After it finishes you’ll see a breakdown of a variety of effects including the size of the crater, the energy of the impact, seismic effects, and more. Hit up the link below to take it for a spin. Impact Earth [via Boing Boing] How To Delete, Move, or Rename Locked Files in Windows HTG Explains: Why Screen Savers Are No Longer Necessary 6 Ways Windows 8 Is More Secure Than Windows 7

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  • Apple pourrait refuser d'intégrer l'application Google Maps dans l'AppStore d'après Google, qui se dit « peu optimiste »

    Apple pourrait refuser d'intégrer l'application Google Maps dans l'AppStore D'après Google, qui se dit « peu optimiste » Selon The Guardian, ce n'est de sitôt que l'application Google Maps fera son retour sur iOS. C'est en tout cas ce qu'aurait laissé entendre une source du journal britannique, un employé de Google proche de la division qui travaille sur ce projet. Cette source affirme que Google n'est « pas optimiste » sur l'attitude que va avoir Apple lors de la prochaine soumission de l'application sur l'AppStore. Pour mémoire, une des « nouveautés » d'iOS 6 a été de r...

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  • Android game development in c++

    - by kamziro
    So being a primarily c/c++ developer, I've always thought that the only option for mobile game development for me was using iOS, which allows for c/c++ (and minimising objective C). I heard from a friend though, that android has a native development toolkit which allows for c++ code to work on android. Has anyone used this, and if so, how do you find it? I mean, will it "just work" like iOS, or are there more considerations that need to be taken care of due to the wide variety of android devices available?

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  • recommended book for cocos2d?

    - by Paul Sanwald
    I'm an experienced programmer that recently got into iOS development by working through the big nerd ranch book by Aaron Hillegass and Joe Conway. I loved the way the book was structured in terms of typing in the code and doing the challenges. I'm interested in learning more about iOS gaming and cocos2d, but am a complete newbie in terms of game development/design. there are a number of books on amazon on cocos2d, can anyone recommend one in particular?

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  • iPhone in-app purchasing for Ecommerce [closed]

    - by Kyle B.
    This may not be the appropriate location for this, but would like to ask in the hopes an iOS developer with familiarity on the rules and regulations could comment. I would like to develop an iOS app that performs Ecommerce transactions. If I roll my own payment processor, and checkout process: 1) Is this allowed by Apple's rules, and 2) Would I be required to remit 30% of the transaction sale to Apple?

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  • Android game development in c++

    - by kamziro
    So being a primarily c/c++ developer, I've always thought that the only option for mobile game development for me was using iOS, which allows for c/c++ (and minimising objective C). I heard from a friend though, that android has a native development toolkit which allows for c++ code to work on android. Has anyone used this, and if so, how do you find it? I mean, will it "just work" like iOS, or are there more considerations that need to be taken care of due to the wide variety of android devices available?

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  • Oracle ADF Mobile???????????

    - by OTN-J Master
    OTN Japan??????OTN US??????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????OTN?????????????????????????????????????????OTN????????(RSS??)????????? ???10?22?(????)???????Oracle Application Development Foundation Mobile (Oracle ADF Mobile)???????????????????Oracle ADF Mobile??iOS?Android??????????????????????????????????????????????????????????HTML5???Java??????????????Oracle ADF Mobile????????????JDeveloper? V. 11.1.2.3.0???????????JDeveloper???????????????JDeveloper?OTN(US)???????????????????????????????ADF Mobile??????????????????Oracle ADF Mobile?????????????????????·???????????????????(Weblog on ADF Mobile)????????? ?????ADF Mobile??????????????????????????????????iOS????/??????????Apple Macintosh(TM)?????Xcode???????????????????????Android????/??????????Android SDK???????????????????? -------------------------------------????????????????????(10?22?)Weblog on ADF Mobile (???) ·ADF Mobile Released!·Getting Started with ADF Mobile Sample Apps-------------------------------------

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  • iphone problem receiving UDP packets

    - by SooDesuNe
    I'm using sendto() and recvfrom() to send some simple packets via UDP over WiFI. I've tried using two phones, and a simulator, the results I'm getting are: Packets sent from phones - recieved by simulator Packets sent from simulator - simulator recvfrom remains blocking. Packets sent from phones - other phone recvfrom remains blocking. I'm not sure how to start debugging this one, since the simulator/mac is able to receive the the packets, but the phones don't appear to be getting the message. A slight aside, do I need to keep my packets below the MTU for my network? Or is fragmentation handled by the OS or some other lower level software? UPDATE: I forgot to include the packet size and structure. I'm transmitting: typedef struct PacketForTransmission { int32_t packetTypeIdentifier; char data[64]; // size to fit my biggest struct } PacketForTransmission; of which the char data[64] is: typedef struct PacketHeader{ uint32_t identifier; uint32_t datatype; } PacketHeader; typedef struct BasePacket{ PacketHeader header; int32_t cardValue; char sendingDeviceID[41]; //dont forget to save room for the NULL terminator! } BasePacket; typedef struct PositionPacket{ BasePacket basePacket; int32_t x; int32_t y; } PositionPacket; sending packet is like: PositionPacket packet; bzero(&packet, sizeof(packet)); //fill packet with it's associated data PacketForTransmission transmissionPacket; transmissionPacket.packetTypeIdentifier = kPositionPacketType; memcpy(&transmissionPacket.data, (void*)&packet, sizeof(packet)); //put the PositionPacket into data[64] size_t sendResult = sendto(_socket, &transmissionPacket, sizeof(transmissionPacket), 0, [address bytes], [address length]); NSLog(@"packet sent of size: %i", sendResult); and recieving packets is like: while(1){ char dataBuffer[8192]; struct sockaddr addr; socklen_t socklen = sizeof(addr); ssize_t len = recvfrom(_socket, dataBuffer, sizeof(dataBuffer), 0, &addr, &socklen); //continues blocking here NSLog(@"packet recieved of length: %i", len); //do some more stuff }

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  • XBMC remote control key repeat

    - by Amigable Clark Kant
    Those who have used XBMC with a WiFi remote, such as an Android or iOS device with the official XBMC remotes, have probably seen this at one time or another: your remote stops working, when you press a key, that key is repeated very fast. Sometimes you can break the key repeat loop by pressing that same key again. Sometimes (as this particular morning) you can not. This problem has existed for literally years (it even occurs on the old XBOX only builds) but there seems to be no definite explanation as to what is causing it. I am asking for a workaround. (If you Google, you can find threads were people are ridiculed for bringing up this problem, which is one reason I ask here instead of on the official forums. Also the fact that this problem has persisted for so many years.) I am running, right now, XBMCBuntu Live Eden and the latest official iOS remote. Although, I have seen this problem on all combinations of remotes and XBMC versions I have tried over the years, which are many. (XBMC on Windows, Linux, OSX, remotes on Android and iOS.) Link to bug #136 for the Android remote. It's marked as "fixed" as of client version 636, but the problem is seen again in rev 730. Go figure. There is something fundamentally wrong with how keypresses are sent from the various remotes to XBMC, since this problem is seen across time, XBMC versions and iOS/Android.

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  • iPhone: image in table cell - wrong position & not scaled correctly in iPhone 3.0

    - by Karsten Silz
    Hi, I have a custom table cell in an iPhone 3.x app to show basketball player data, including a picture. Here's my code from the table controller: UIImageView *theImage = (UIImageView *) [cell viewWithTag:0]; theImage.image = [manager getSmallImageForPlayer: data.number]; theImage.frame = CGRectMake(14, 0, 30, 44); theImage.clipsToBounds = YES; theImage.contentMode = UIViewContentModeScaleAspectFit; theImage.autoresizingMask = UIViewAutoresizingFlexibleHeight && UIViewAutoresizingFlexibleWidth; theImage.autoresizesSubviews = YES; Here's what it looks like in the iPhone SDK 3.0 simulator: Here's what it looks like in the iPhone SDK 3.1.3 simulator: So I have two problems: In both versions, the image view starts at position (0,0) in the table cell, even though I set the frame to start at (14,0). In the 3.0 simulator (and 3.0 device), the image is not shrunk down correctly, even though I set the image view content mode to "UIViewContentModeScaleAspectFit". But the same code works fine in the 3.1.3 simulator / device. Who can help me with either of these two problems?

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  • Sometimes Xcode appears to ignore target build settings?

    - by Derek Clarkson
    Hi all, I've created a iPhone static library project with two targets like this Project -- Library (Device) target -- Library (simulator) target The device target has the SDK set to the device so it produces an armv6/7 library and the simulator target is set to the simulator SDK so it produces an i386 library. The issue I'm having is that the SDK settings on the targets keep getting overridden by the XCode active target setting. i.e. if I build the device target, but the XCode window is showing the active SDK as being the simlulator, XCode will build a simulator library instead of a device library, ignoring the settings of the target. Although it will put it into the *-iphoneos/ directory in the build directories! I originally had the same issue with another static library project, and after a lot of playing around got everything to work correctly. i.e. The targets ignore the XCode active SDK because they have their own specifications of what to build. The problem is that I don't know what made it work in that project and I have not been able to reproduce the issue in it either. Does anyone have any ideas as to what is going on? ciao Derek

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