Search Results

Search found 2735 results on 110 pages for 'xcode nooob'.

Page 84/110 | < Previous Page | 80 81 82 83 84 85 86 87 88 89 90 91  | Next Page >

  • Invalid receiver type 'NSUInteger'

    - by CJ
    I have a Core Data entity whose header file looks like this: @interface MyEntity : NSManagedObject { } @property (nonatomic, retain) NSNumber * index; @end And it's implementation file looks like this: @implementation MyEntity @dynamic index; @end Now, I have a piece of code that looks like this: NSArray* selectedObects = [myEntityArrayController selectedObjects]; NSUInteger theIndex = [[[selectedObects objectAtIndex:0] index] unsignedIntegerValue]; The 'myEntityArrayController' object is a NSArrayController which manages all entities of MyEntity. This code executes correctly, however XCode always gives the warning "Invalid receiver type 'NSUInteger'" for the last line of code. For some reason, XCode thinks that the index method returns a NSUInteger. I'm not sure why it thinks this, because 'objectAtIndex' returns an object of type 'id'. I've cleaned the project several times, and these warnings have hung around for a while. Any suggestions are appreciated.

    Read the article

  • iPhone Provisioning Profile problems...

    - by James
    I have already successfully submitted two apps to the app store, so I should be able to do it by now, right? With my most recent app, however, I'm having a bear of a time with getting the Application Identifier or Bundle Identifier set up. In my distribution profile, I have included the identifier "com.jmock.irowbeta", and then copied it exactly into the the app's Info.plist file under "Bundle Identifier". In the past, this has done the trick, but now I'm getting the error Provisioning profile 'irow beta' specificies the identifier 'com.jmock.irowbeta' which doesn't match the current setting 'com.yourcompany.irow-beta'. So it seems that its somehow still using the default of com.yourcompany.APPLICATION_NAME, but it shouldn't after I have changed it in the Info.plist, right? I think this means that xcode isn't recognizing that PLIST for some reason, because when I change the name of the icon file, for example, or other such attributes, nothing changes. If this is the problem, how do I make xcode recognize the PLIST? Otherwise, what the heck is going on? Thanks, James

    Read the article

  • Project Active Executable can no longer be iPhone 3.2

    - by Rudiger
    I don't know how much you can help me because its under the NDA, but I recently updated to the OS 4 beta 3 xcode version. My project worked fine under 3.2 but under 4.0 parts are a not quite right I assume because it is still being developed. Every other installation of the beta sdk I could go into the project settings and select the iPhone 3.2 sdk and then change the target iPhone OS in the top left of Xcode but not this one. If I select 3.2 it still loads on 4.0 it seems I only have the 4.0 simulator. Under Active Target there is only 4.0. Any ideas how to get the 3.2 Simulator back?

    Read the article

  • Error installing gst-python through Homebrew

    - by hrr
    I'm trying to install gst-python and it errors with: brew install gst-python Warning: Your Xcode (4.2.1) is outdated Please install Xcode 4.5.2. ==> Downloading http://gstreamer.freedesktop.org/src/gst-python/gst-python-0.10. Already downloaded: /Library/Caches/Homebrew/gst-python-0.10.22.tar.bz2 ==> ./configure --prefix=/usr/local/Cellar/gst-python/0.10.22 configure: set WARNING_CFLAGS to -Wall -Wdeclaration-after-statement -Wpointer-arith configure: set ERROR_CFLAGS to checking for valgrind... no checking for libraries required to embed python... no configure: error: could not find Python lib This is all after I removed the default OSX python and re-installed it with Homebrew, I've edited /etc/paths and python is working well. I just can't install the package above (gst, pygtk is successfully installed). i was told that I need to install python-devel but I have no idea where from. I'm using OSX Lion 10.7.5 With Python 2.7.3

    Read the article

  • Monodevelop: `Waiting for debugger to connect...`

    - by Nicolas Raoul
    I am trying to debug this Mono desktop software in Monodevelop. I imported the SLN file, ran Build all with success, but when I press the Debug button I get this popup that stays waiting forever saying Waiting for debugger to connect...: The output says: User assembly '/home/nico/src/SparkleShare/SparkleShare/bin/SparkleShare.exe' is missing. Debugger will now debug all code, not just user code. Am I doing something wrong? Monodevelop 2.8.6.3 on Ubuntu 2012.04. Nothing special appears on the console with monodevelop -v -v -v. When I press Run instead of Debug, the app crashes immediately saying The application exited with code: 255, but I need Debug to find where the problem is. Note: It is not the same problem as this question, which is about MonoTouch waiting for a phone simulator... the suggestions over there are about the simulator or updating XCode... no simulator nor XCode here.

    Read the article

  • Loading .png image from array of uint8_t into OpenGL ES texture

    - by unknownthreat
    Normally, when we want to load a texture for OpenGL ES with .png, we simply add the .png images into XCode. The .png files will be altered for optimization by XCode and these altered png files can loaded into OpenGL ES texture during the runtime. However, what I am trying to do is quite different. I am trying to load a .png file that is not from the prebuilt/compile. The png file will be transmitted externally from UDP, and it will be in the form of array of bytes. I am very sure that the png is transferred correctly, but when it comes to displaying the png image in the form of the OpenGL ES texture, the image somehow shows incorrectly. The colors that are being sent are presented but the positions are somehow very incorrect. However, the position of the colors still retain some aspects of the original position. Here: The left image shows the original .png, while the right shows the png being displayed on iPhone using OpenGL ES Texture. It looks more like the png data is not being decoded or incorrectly processed. Below is OpenGL ES code for turning the image into texture: - (void) setTextureFromImageByte: (uint8_t*)imageByte{ if (self = [super init]){ NSData* imageData = [[NSData alloc] initWithBytes: imageByte length: imageLength]; UIImage* img = [[UIImage alloc] initWithData: imageData]; CGImageRef image = img.CGImage; int width = 512; int height = 512; if (image){ int tempWidth = (int)width, tempHeight = (int)height; if ((tempWidth & (tempWidth - 1)) != 0 ){ NSLog(@"CAUTION! width is not power of 2. width == %d", tempWidth); }else if ((tempHeight & (tempHeight - 1)) != 0 ){ NSLog(@"CAUTION! height is not power of 2. height == %d", tempHeight); }else{ void *spriteData = calloc(width * 4, height * 4); CGContextRef spriteContext = CGBitmapContextCreate(spriteData, width, height, 8, width*4, CGImageGetColorSpace(image), kCGImageAlphaPremultipliedLast); CGContextDrawImage(spriteContext, CGRectMake(0.0, 0.0, width, height), image); CGContextRelease(spriteContext); glBindTexture(GL_TEXTURE_2D, 1); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 320, 435, GL_RGBA, GL_UNSIGNED_BYTE, spriteData); free(spriteData); } }else NSLog(@"ERROR: Image not loaded..."); [img release]; [imageData release]; } } So does anyone knows how to deal with this? Is it because of iPhone only accepts altered png from XCode? What can we do in this case in order to make the png image be able to display correctly?

    Read the article

  • iphone OS 3.1.3 requires snow leopard upgrade

    - by unsorted
    itunes asked me to upgrade my iphone's OS to 3.1.3, so I complied naively. then xcode told me that the latest iphone OS version it could support was 3.1.2. So I went to download a new version from https://developer.apple.com/iphone/index.action#downloads, xcode 3.2.2 with iphone SDK. but when i went to install that, i was told I needed snow leopard 10.6.2 or later. so I'm just making sure that I am not misinterpreting anything when I say that, given that it is impossible to downgrade iphone OS versions without jailbreaking, I need to install a new version of the OS just so I can resume testing apps on my iphone?

    Read the article

  • uploading a i-phone application to apple store??

    - by hemant
    i have been trying to uplaod an application to apple store for 2 days now..first they said the provisioning profile was not right due to which i had to make a new one and upload it again now after that problem was solved while uploading the new binary it said the version was same with the previous minor version(1.0 - which someone else uploaded in my company)..then i changed the version to 1.1 by changing it in target info properties..then i cleaned all targets quite the xcode,restarted the xcode and build the project again..it succeeded and now wen i uploaded it it still says the same error version same with the previous minor version is there any other way of changing the version number though in my info.plist file it is showing version:1.1??

    Read the article

  • iphone - compiler conditional on header

    - by Mike
    I have a project that generates applications for two targets. One of the targets has to include one additional delegate protocol that should not be present on the other one. So, I have created a macro on Xcode and declared the header like this: #ifdef TARGET_1 @interface myViewController : UIViewController <UIScrollViewDelegate, UIPopoverControllerDelegate> #endif #ifdef TARGET_2 @interface myViewController : UIViewController <UIScrollViewDelegate> #endif { .... bla bla.... } The problem is that Xcode is not liking this "double" declaration of @interface and is giving me all sort of problems. How to solve that? thanks for any help.

    Read the article

  • ImageCaptureCore documentation

    - by Marc Rochkind
    There are a few overviews in the OS X 10.6 docs that I access via XCode, and a bunch of examples, but the actual reference docs seem to be absent. I was able to figure things out by reading the inline comments in the header files (e.g., ICCameraDevice.h), which looks like the source for the XCode docs. Is there a way to install these docs? The biggest problem with the overview writeups and the examples is that they assume you have a GUI. The whole point of ImageCaptureCore, vs. ImageKit, as I understand it is that you don't have a GUI, or want to have your own (my case). Anyone else have a good time figuring out how these APIs work? Way too much work! --Marc

    Read the article

  • iphone problem adding splashscreen

    - by zebra
    hi all, i've a little problem, i've add a default.png in my app and it work. I've modify my file, delete file and reference and upload my new file. On my iphone the image does not appear, only some second of blackscreen and after my app start. In the simulator the splashscreen appear. I've try to delete my app on iphone, make a clean all and rebuild & install but nothing... I've try to make clean all, close xcode, delete default.png to my project directory (sometimes exist, sometimes no), open xcode, add my file and build & install on my iphone but nothing... Any ideas?

    Read the article

  • newb to assembly programming

    - by ida
    i am on a mac (10.6.3) with snow leopard. i hear that the assembly language i work with has to be valid with the chipset that you use. i am completly new to this i have a basic background in C and Objective-C programming and an almost strong background in php. Ive always wanted to see what assembly is all about. the tutorial ill be looking at is by VTC via (http://www.vtc.com/products/Assembly-Language-Programming-Tutorials.htm). what i want to know is are the tutorials that im about to do compatible with the version of mac that i have? sorry i am completly new to this language although i do recall studying some of it way way back in the day. i do have xcode and what i'm wondering is what kind of document would i open in xcode to work with assembly and does the mac have a built in hex editor (when it comes time to needing it)? thanks

    Read the article

  • Exposing headers on iPhone static library

    - by leolobato
    Hello guys, I've followed this tutorial for setting up a static library with common classes from 3 projects we are working on. It's pretty simple, create a new static library project on xcode, add the code there, a change some headers role from project to public. The tutorial says I should add my library folder to the header search paths recursively. Is this the right way to go? I mean, on my library project, I have files separated in folders like Global/, InfoScreen/, Additions/. I was trying to setup one LOKit.h file on the root folder, and inside that file #import everything I need to expose. So on my host project I don't need to add the folder recursively to the header search path, and would just #import "LOKit.h". But I couldn't get this to work, the host project won't build complaining about all the classes I didn't add to LOKit.h, even though the library project builds. So, my question is, what is the right way of exposing header files when I setup a Cocoa Touch Static Library project on xCode?

    Read the article

  • Received memory warning and app crashes - iphone

    - by Anand Gautam
    I am creating an app using ARC but my app is crashing due to Received memory warning. The App is working fine in simulator. But in case of iphone device, If i run the app for few minutes then on doing anything, the app crashes straightaway. I have checked my app by xcode instrument. My app folder size is 6 MB but all memory allocation is showing 63 MB on xcode instrument. Because of this reason, presentViewController-Animated-Completion is getting slow during navigation. Does anyone have any solution why this is happening?

    Read the article

  • Assembly Programming on Mac

    - by ida
    I am on a Mac with Snow Leopard (10.6.3). I hear that the assembly language I work with has to be valid with the chipset that you use. I am completely new to this I have a basic background in C and Objective-C programming and an almost strong background in PHP. I have always wanted to see what assembly is all about. The tutorial I'll be looking at is by VTC [link]. What I want to know is: are the tutorials that I'm about to do compatible with the assembly version on the Mac that I have? Sorry I am completely new to this language although I do recall studying some of it way, way back in the day. I do have xcode and what I'm wondering is what kind of document would I open in xcode to work with assembly and does the Mac have a built in hex editor (when it comes time to needing it)? thanks

    Read the article

  • Develop Rails app on Mac using with TextMate Tutorial

    - by Meltemi
    I've found this a somewhat dated tutorial for developing a Rails application on Leopard with XCode. Wondering if anyone knows of a more up-to-date (ideally Mac based) tutorial that uses TextMate (or XCode if it's indeed preferred, or even just the command line). TextMate is appealing to me but wondering how to work scrips like ruby script/generate controller etc. into workflow or if switching between command-line & TextMate is standard operating procedure... If it matters were have Snow Leopard clients and Leopard Servers at our disposal. Thanks..

    Read the article

  • Making a Mac double-clickable application in NetBeans

    - by skiaddict1
    I have recently moved to a MacBook Pro, which has meant leaving my beloved JBuilder 2005 behind. Since there is no such thing any more (AFAIK) as a free JBuilder, I'm having to choose a new IDE. I can't live with the code-formatting of Eclipse (yes, I know, it can be customised up the wazoo, but the fact that it will NOT respect my inserted returns means I can't live with it) so I'm seriously considering NetBeans. However, I can't find any way of getting it to build a double-clickable Mac application! (I used to use XCode for this step, but it seems that XCode no longer wants to know about Java...) I cannot be the first person who's wanted to do this...can anyone help me with advice as to how to go about it? Grateful thanks in advance

    Read the article

  • Iphone SDK on Windows (alternative solutions)

    - by Cyclone
    I know there is no official SDK for windows, which is very annoying. Is there any way to develop applications on a windows computer, other than somehow running a mac os in vmware? I know you can do it with Xcode, but that is also only for macs. Google searches have revealed absolutely nothing...... If I cannot use the SDK or Xcode, any way I can just check syntax or something and just make my code in Notepad and save it with the proper extension? I have no idea whether or not I would be able to do that, probably because I have never even tried the SDK and probably never will without buying a mac.

    Read the article

  • Python editor/IDE for OS X

    - by TheJuice
    As a (reasonably) new Python programmer, what IDEs or editors would you recommend for Python programming on OS X and why (i.e. what features/capabilities/workflow techniques really help)? I've used Xcode and played a bit with TextMate but I can't really say that either have really hit the spot for me (although TextMate's code completion is pretty neat, I think i've been spoilt with code-completion facilities provided by editors for statically-typed languages so maybe i'm subconsciously comparing apples and oranges) I'm looking to increase my efficacy with Python and any tips would be appreciated. I know people have asked similar questions for Python IDEs in general but I am specifically concentrating on OS X and the 'Mac way'. If Xcode or TextMate are thought highly of, perhaps some suggestions as to how I could get the most benefit from the tools would help.

    Read the article

  • Cocoa Interface Builder object initialization

    - by Stanley
    Base on the documentation and sample code that I have gone through, I got an impression that when a class defined in xcode is read into and configured in Interface Builder, an object based on the class is effectively created and stored in an xib or nib file. So the object is ready to be used when the corresponding application is launched. Alternatively, for classes that have not been handled by Interface Builder, code such as the "new" statements have to be written in xcode explicitly in order for the associated objects to be created and used. It will be very nice to have people who are more knowledgable than me to confirm or to correct my very naive understanding of Interface Builder ...

    Read the article

  • NSString cannot be released

    - by Stanley
    Consider the following method and the caller code block. The method analyses a NSString and extracts a "http://" string which it passes out by reference as an auto release object. Without releasing g_scan_result, the program works as expected. But according to non-arc rules, g_scan_result should be released since a retain has been called against it. My question are : Why g_scan_result cannot be released ? Is there anything wrong the way g_scan_result is handled in the posted coding below ? Is it safe not to release g_scan_result as long as the program runs correctly and the XCode Memory Leak tool does not show leakage ? Which XCode profile tools should I look into to check and under which subtitle ? Hope somebody knowledgeable could help. - (long) analyse_scan_result :(NSString *)scan_result target_url :(NSString **)targ_url { NSLog (@" RES analyse string : %@", scan_result); NSRange range = [scan_result rangeOfString:@"http://" options:NSCaseInsensitiveSearch]; if (range.location == NSNotFound) { *targ_url = @""; NSLog(@"fnd string not found"); return 0; } NSString *sub_string = [scan_result substringFromIndex : range.location]; range = [sub_string rangeOfString : @" "]; if (range.location != NSNotFound) { sub_string = [sub_string substringToIndex : range.location]; } NSLog(@" FND sub_string = %@", sub_string); *targ_url = sub_string; return [*targ_url length]; } The following is the caller code block, also note that g_scan_result has been declared and initialized (on another source file) as : NSString *g_scan_result = nil; Please do send a comment or answer if you have suggestions or find possible errors in code posted here (or above). Xcode memory tools does not seem to show any memory leak. But it may be because I do not know where to look as am new to the memory tools. { long url_leng = [self analyse_scan_result:result target_url:&targ_url]; NSLog(@" TAR target_url = %@", targ_url); UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Scanned Result" message:result delegate:g_alert_view_delegate cancelButtonTitle:@"OK" otherButtonTitles:nil]; if (url_leng) { // ****** The 3 commented off statements // ****** cannot be added without causing // ****** a crash after a few scan result // ****** cycles. // ****** NSString *t_url; if (g_system_status.language_code == 0) [alert addButtonWithTitle : @"Open"]; else if (g_system_status.language_code == 1) [alert addButtonWithTitle : @"Abrir"]; else [alert addButtonWithTitle : @"Open"]; // ****** t_url = g_scan_result; g_scan_result = [targ_url retain]; // ****** [t_url release]; } targ_url = nil; [alert show]; [alert release]; [NSTimer scheduledTimerWithTimeInterval:5.0 target:self selector:@selector(activate_qr_scanner:) userInfo:nil repeats:NO ]; return; }

    Read the article

< Previous Page | 80 81 82 83 84 85 86 87 88 89 90 91  | Next Page >