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  • Shooter in iOS and a visible Aim line before shooting

    - by London2423
    I have to questions. I am trying to develop a game that is iOS but I did it first in my computer so I can tested there. I was able to must of it for PC but I am having a very hard time with iOS port The problem I do have is that I don't know how to shout in iOS. To be more specific how to line render in iOS This is the script I use in my computer using UnityEngine; using System.Collections; public class NewBehaviourScript : MonoBehaviour { LineRenderer line; void Start () { line = gameObject.GetComponent<LineRenderer>(); line.enabled = false; } void Update () { if (Input.GetButtonDown ("Fire1")) { StopCoroutine ("FireLaser"); StartCoroutine ("FireLaser"); } } IEnumerator FireLaser () { line.enabled = true; while (Input.GetButton("Fire1")) { Ray ray = new Ray(transform.position, transform.forward); RaycastHit hit; line.SetPosition (0, ray.origin); if (Physics.Raycast (ray, out hit,100)) { line.SetPosition(1,hit.point); if (hit.rigidbody) { hit.rigidbody.AddForceAtPosition(transform.forward * 5, hit.point); } } else line.SetPosition (1, ray.GetPoint (100)); yield return null; } line.enabled = false; { } } } Which part I have to change for iOS? I already did in the iOS the touch giu event so my player move around in the xcode/Iphone but I need some help with the shouting part. The second part of the question is where I do have to insert or change the script in order to first aim and I DO see the line of aim and then shout. Now the player can only shout. It can not aim at the gameobject, see the the line coming out of the gun aiming at the object and then shout? How I can do that. Everyone tell me Line render but that's what i did Thank you

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  • Dynamic libraries are not allowed on iOS but what about this?

    - by tapirath
    I'm currently using LuaJIT and its FFI interface to call C functions from LUA scripts. What FFI does is to look at dynamic libraries' exported symbols and let the developer use it directly form LUA. Kind of like Python ctypes. Obviously using dynamic libraries is not permitted in iOS for security reasons. So in order to come up with a solution I found the following snippet. /* (c) 2012 +++ Filip Stoklas, aka FipS, http://www.4FipS.com +++ THIS CODE IS FREE - LICENSED UNDER THE MIT LICENSE ARTICLE URL: http://forums.4fips.com/viewtopic.php?f=3&t=589 */ extern "C" { #include <lua.h> #include <lualib.h> #include <lauxlib.h> } // extern "C" #include <cassert> // Please note that despite the fact that we build this code as a regular // executable (exe), we still use __declspec(dllexport) to export // symbols. Without doing that FFI wouldn't be able to locate them! extern "C" __declspec(dllexport) void __cdecl hello_from_lua(const char *msg) { printf("A message from LUA: %s\n", msg); } const char *lua_code = "local ffi = require('ffi') \n" "ffi.cdef[[ \n" "const char * hello_from_lua(const char *); \n" // matches the C prototype "]] \n" "ffi.C.hello_from_lua('Hello from LUA!') \n" // do actual C call ; int main() { lua_State *lua = luaL_newstate(); assert(lua); luaL_openlibs(lua); const int status = luaL_dostring(lua, lua_code); if(status) printf("Couldn't execute LUA code: %s\n", lua_tostring(lua, -1)); lua_close(lua); return 0; } // output: // A message from LUA: Hello from LUA! Basically, instead of using a dynamic library, the symbols are exported directly inside the executable file. The question is: is this permitted by Apple? Thanks.

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  • Is an app that does nothing but link to a web site functional enough to meet Apple's iOS guidelines?

    - by Pointy
    I don't hang out on Programmers enough to know whether this question is "ok", so my apologies if not. I tried to make the title obvious so at least it can be closed quickly :-) The question is simple. My employer wants "home screen presence" (or at least the possibility thereof) on iOS devices (also Android but I'm mostly interested in Apple at the moment). Our actual application will be a pure web-delivered mobile-friendly application, so what we want on the homescreen is basically something that just acts as a link to bring up Safari (or Chrome now I guess; not important). I'm presuming that that's more-or-less possible; if not then that would be interesting too. I know that the Apple guidelines are such that low-functionality apps are generally rejected out of hand. There are a lot of existing apps that seem (to me) less functional than a link to something useful, but I'm not Apple of course. Because this seems like a not-too-weird situation, I'm hoping that somebody knows it's either definitely OK (maybe because there are many such apps) or definitely not OK. Note that I know about things like PhoneGap and I don't want that, at least not at the moment.

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  • iOS Efficiency File Saving Efficiency

    - by Guvvy Aba
    I was working on my iOS app and my goal is to save a file that I am receiving from the internet bit by bit. My current setup is that I have a NSMutableData object and I add a bit of data to it as I receive my file. After the last "packet" is received, I write the NSData to a file and the process is complete. I'm kind of worried that this isn't the ideal way to do it because of the limitations of RAM in a mobile device and it would be problematic to receive large files. My next thought was to implement a NSFileHandle so that as the file arrives, it would be saved to the disk, rather than the virtual memory. In terms of speed and efficiency, which method do you think will work decently on an iOS device. I am currently using the first, NSMutableData approach. Is it worth changing my app to use the NSFileHandle? Thanks in advance, Guvvy

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  • Looking for how-to use UIGraphicsSetPDFContextURLForRect on iOS or Cocoa

    - by user1676332
    I'm playing to manipulate PDF on iOS (display but also and mostly generation). I wish to embed rectangular areas which act as "external" links (URLs like http://host.tld/path/file). Do you know where I can find an example(s) of how to use the UIGraphicsSetPDFContextURLForRect function? I find absolutly nothing on Internet. If I understand well, the only requirement is that the current graphic context should be PDF "type" and I think I respect this since, upstream, I call UIGraphicsPushContext why my PDF context as parameter (this was anyway required for methods like drawAtPoint: that I use also with success). I do not think it is important but just in case I specify that this DOES NOT take place in the drawRect: of a View subclass. You're quite right to say me unequivocally that I have "all wrong". The graphical environment is so sophisticated and rich in iOS that I assume to have not assimilated more than 1 or 2% for now. Thank you in advance.

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  • presentViewController or presentModalViewController not supporting orientation in iOS 6

    - by Prateek
    I am new to this technology. I am using this code if ([self respondsToSelector:@selector(presentViewController:animated:completion:)]) { [self presentViewController:navigationControllerCustom animated:YES completion:nil]; } else { [self presentModalViewController:navigationControllerCustom animated:YES]; } My application has two orientation Portrait and Portrait upside down. This code works well with iOS 5.1, but orientation does not work on iOS 6 I have also added this code on my navigationControllerCustom class - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { return (interfaceOrientation == UIInterfaceOrientationPortrait || interfaceOrientation == UIInterfaceOrientationPortraitUpsideDown); } -(NSUInteger)supportedInterfaceOrientations { return (UIInterfaceOrientationMaskPortrait | UIInterfaceOrientationMaskPortraitUpsideDown); } Please help me to solve this issue. Thanks in advance.

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  • IOS where to put the configuration of facebook sdk

    - by Carol Smith
    I am trying to integrated my IOS 7 application with Facebook SDK I following this official tutorial https://developers.facebook.com/docs/ios/getting-started which states Configure the .plist Follow these three steps: Create a key called FacebookAppID with a string value, and add the app ID there. Create a key called FacebookDisplayName with a string value, and add the Display Name you configured in the App Dashboard. Create an array key called URL types with a single array sub-item called URL Schemes. Give this a single item with your app ID prefixed with fb. This is used to ensure the application will receive the callback URL of the web-based OAuth flow. The finished .plist should look something like this: My question is where to put these values? They already put this image, maybe it helps you to answer me Edit The problem that I don't have any plist file in my framework in xcode and I can't add a new one because if i did, I would have to add all the variables that you see in the image but the tutorial just stated about some of them

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  • QML 5.3 iOS compilation of pure QML app

    - by Nathaniel Johnson
    I have an application written in QML. Initially, I used the standard C++ bootstrap for the app. int main(int argc, char *argv[]) { QApplication app(argc, argv); // A bunch of components and data models written in C++ QQmlApplicationEngine engine; engine.load(QUrl(QStringLiteral("qrc:///main.qml"))); return app.exec(); } The bulk of the app is in QML and the more I work with QML, the happier I am with it and the more I feel comfortable converting the C++ pieces to QML. So, it comes to one risk that I wanted to ask about. If I convert the app to a pure QML application like the kind generated by the Qt Quick UI application wizard with no C++ and designed to be run with qmlscene will I be able to compile it for iOS when the time to port it comes or will I end up just converting it back to the C++ loader form? TL;DR Can pure QML (no C++) apps be compiled and run on iOS devices?

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  • iOS and Infrared

    - by Mustafa
    Is it possible to communicate with an Infrared device (USB Infrared, TV, Mobile Phone, etc) using iOS (iPhone or iPad)? Well, i know it's possible, since there are many remote/universal remote applications in the AppStore. I basically want to know how? What are the limitations and requirements? What kind of additional hardware is required? If it's available in the market? Which protocols should i know about? Which iOS libraries can help me in the process. Can anyone point me in the right direction. Thanks.

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  • Facebook iOS SDK Share Dialog - Sharing on a Friend's Wall

    - by JPK
    Is it possible to use the Facebook iOS SDK Share Dialog to share on a Friend's Wall? I know that it is possible to do this using the Feed Dialog, but that provides the user with a less than optimal experience, and seems to be discouraged by Facebook. It would be fantastic if we could configure the Share Dialog to share with one particular friend. Additionally, is there a way to share with a friend privately (such that it would be sent to Messages)? I have researched pretty extensively and it seems like there is not a way to do either of these things using the iOS SDK - I would just like to confirm that I am not missing something.

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  • passing parameter to view in IOS after a button is pressed

    - by ghostrider
    I am new to IOS programming. So far I have been programming in android. So in android when pressing a button code for passing an argument would be like that: Intent i = new Intent(MainScreen.this,OtherScreen.class); Bundle b = new Bundle(); b.putString("data_1",data); i.putExtras(b); startActivity(i); and on the activity that opens, i would write something like this: Bundle b = getIntent().getExtras(); ski_center=b.getString("data_1"); what methods should I need to change in MainScreen and in OtherScreen in IOS to achieve the above. Basically I will have 3 buttons lets say in my MainScreen and each of it will open the Otherview but each time a different parameter will be passed. Foe example for each button i have code like these in MainScreen.m @synthesize fl; -(IBAction) ifl:(id) sender { } So I need your help in where to place the "missing" code, too.

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  • Query SQL Server Database from native iOS Application

    - by mbm30075
    I am working on an in-house, iOS app that will need read-only access to a SQL Server with multiple databases. I know the stock answer here is "write some web services", but I'd like a solution that is self-contained. Is there any way to directly connect to a SQL Server database from an iOS application? I'm thinking something like a basic ODBC connection. I've seen a lot of users asking this question, but very few answers other than "write a web service." Is that really the only way?

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  • Ios development with design issues

    - by user3651999
    I don't know this question wether have been asked or not. But i research and found nothing.So my problem is i kinda new in IOS development. In android we can edit or customize design using UI and code(XML file). I prefer code.Does IOs have such file to edit/customize the design?Because I saw people always edit their design using the built-in UI rather than coding .I mean in design part not in function part.I would love using code any suggestion? Apperciate for any reply!

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  • Angry Bird Makers: Developers Love iOS Over Android To Make Money

    - by Gopinath
    These days web is buzzing with Apple iOS vs Google Android debates. Recently Fortune predicted that Android is going to explode in 2011 and it will surpass Apple’s iOS market share. Yes Android is set to spread its wings across all the devices – smartphones, TVs, set top boxes, in car entertainment devices, what not. Think of any device that requires operating system, Android can be used. On the other than iOS is only available on very selective Apple devices – iPods, iPhones and iPads. When it comes to the count of devices running on a specific OS, Android will be far ahead of iOS but when you consider a quality of devices and providing an eco system for business to make money iOS seems to be the winner. That is what experts and analysts are saysing. Here is an excerpt from Peter Vesterbacka, maker of the popular Angry Birds game, interview to Tech N Marketing site.  He says Apple will be the number one platform for a long time from a developer perspective, they have gotten so many things right. And they know what they are doing and they call the shots. Android is growing, but it’s also growing complexity at the same time. Device fragmentation not the issue, but rather the fragmentation of the ecosystem. So many different shops, so many different models. The carriers messing with the experience again. Open but not really open, a very Google centric ecosystem. And paid content just doesn’t work on Android. Peter says developer prefer iOS over Android as it’s not very easy to make money on Android market. That’s why they released a free version of Angry Birds game with ads support for Android devices. Free is the way to go with Android. Nobody has been successful selling content on Android. We will offer a way to remove the ads by paying for the app, but we don’t expect that to be a huge revenue stream. You can read full interview here. cc image credit: flickr/johanl This article titled,Angry Bird Makers: Developers Love iOS Over Android To Make Money, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • Correct use of VAO's in OpenGL ES2 for iOS?

    - by sak
    I'm migrating to OpenGL ES2 for one of my iOS projects, and I'm having trouble to get any geometry to render successfully. Here's where I'm setting up the VAO rendering: void bindVAO(int vertexCount, struct Vertex* vertexData, GLushort* indexData, GLuint* vaoId, GLuint* indexId){ //generate the VAO & bind glGenVertexArraysOES(1, vaoId); glBindVertexArrayOES(*vaoId); GLuint positionBufferId; //generate the VBO & bind glGenBuffers(1, &positionBufferId); glBindBuffer(GL_ARRAY_BUFFER, positionBufferId); //populate the buffer data glBufferData(GL_ARRAY_BUFFER, vertexCount, vertexData, GL_STATIC_DRAW); //size of verte position GLsizei posTypeSize = sizeof(kPositionVertexType); glVertexAttribPointer(kVertexPositionAttributeLocation, kVertexSize, kPositionVertexTypeEnum, GL_FALSE, sizeof(struct Vertex), (void*)offsetof(struct Vertex, position)); glEnableVertexAttribArray(kVertexPositionAttributeLocation); //create & bind index information glGenBuffers(1, indexId); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, *indexId); glBufferData(GL_ELEMENT_ARRAY_BUFFER, vertexCount, indexData, GL_STATIC_DRAW); //restore default state glBindVertexArrayOES(0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0); } And here's the rendering step: //bind the frame buffer for drawing glBindFramebuffer(GL_FRAMEBUFFER, outputFrameBuffer); glClear(GL_COLOR_BUFFER_BIT); //use the shader program glUseProgram(program); glClearColor(0.4, 0.5, 0.6, 0.5); float aspect = fabsf(320.0 / 480.0); GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f); GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.0f); GLKMatrix4 mvpMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix); //glUniformMatrix4fv(projectionMatrixUniformLocation, 1, GL_FALSE, projectionMatrix.m); glUniformMatrix4fv(modelViewMatrixUniformLocation, 1, GL_FALSE, mvpMatrix.m); glBindVertexArrayOES(vaoId); glDrawElements(GL_TRIANGLE_FAN, kVertexCount, GL_FLOAT, &indexId); //bind the color buffer glBindRenderbuffer(GL_RENDERBUFFER, colorRenderBuffer); [context presentRenderbuffer:GL_RENDERBUFFER]; The screen is rendering the color passed to glClearColor correctly, but not the shape passed into bindVAO. Is my VAO being built correctly? Thanks!

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  • Does my use of the strategy pattern violate the fundamental MVC pattern in iOS?

    - by Goodsquirrel
    I'm about to use the 'strategy' pattern in my iOS app, but feel like my approach violates the somehow fundamental MVC pattern. My app is displaying visual "stories", and a Story consists (i.e. has @properties) of one Photo and one or more VisualEvent objects to represent e.g. animated circles or moving arrows on the photo. Each VisualEvent object therefore has a eventType @property, that might be e.g. kEventTypeCircle or kEventTypeArrow. All events have things in common, like a startTime @property, but differ in the way they are being drawn on the StoryPlayerView. Currently I'm trying to follow the MVC pattern and have a StoryPlayer object (my controller) that knows about both the model objects (like Story and all kinds of visual events) and the view object StoryPlayerView. To chose the right drawing code for each of the different visual event types, my StoryPlayer is using a switch statement. @implementation StoryPlayer // (...) - (void)showVisualEvent:(VisualEvent *)event onStoryPlayerView:storyPlayerView { switch (event.eventType) { case kEventTypeCircle: [self showCircleEvent:event onStoryPlayerView:storyPlayerView]; break; case kEventTypeArrow: [self showArrowDrawingEvent:event onStoryPlayerView:storyPlayerView]; break; // (...) } But switch statements for type checking are bad design, aren't they? According to Uncle Bob they lead to tight coupling and can and should almost always be replaced by polymorphism. Having read about the "Strategy"-Pattern in Head First Design Patterns, I felt this was a great way to get rid of my switch statement. So I changed the design like this: All specialized visual event types are now subclasses of an abstract VisualEvent class that has a showOnStoryPlayerView: method. @interface VisualEvent : NSObject - (void)showOnStoryPlayerView:(StoryPlayerView *)storyPlayerView; // abstract Each and every concrete subclass implements a concrete specialized version of this drawing behavior method. @implementation CircleVisualEvent - (void)showOnStoryPlayerView:(StoryPlayerView *)storyPlayerView { [storyPlayerView drawCircleAtPoint:self.position color:self.color lineWidth:self.lineWidth radius:self.radius]; } The StoryPlayer now simply calls the same method on all types of events. @implementation StoryPlayer - (void)showVisualEvent:(VisualEvent *)event onStoryPlayerView:storyPlayerView { [event showOnStoryPlayerView:storyPlayerView]; } The result seems to be great: I got rid of the switch statement, and if I ever have to add new types of VisualEvents in the future, I simply create new subclasses of VisualEvent. And I won't have to change anything in StoryPlayer. But of cause this approach violates the MVC pattern since now my model has to know about and depend on my view! Now my controller talks to my model and my model talks to the view calling methods on StoryPlayerView like drawCircleAtPoint:color:lineWidth:radius:. But this kind of calls should be controller code not model code, right?? Seems to me like I made things worse. I'm confused! Am I completely missing the point of the strategy pattern? Is there a better way to get rid of the switch statement without breaking model-view separation?

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  • iOS 5 Audio Alarms Don't Sound Without kAudioSessionProperty_OverrideCategoryMixWithOthers On

    - by coneybeare
    I have an audio app that is having some problems with the way iOS 5 has changed audio behaviors. When my app's audio is playing (AVAudioSessionCategoryPlayback), and a Clock.app alarm or timer is fired from the OS, the UIAlertView notification pops up, but without the audio alert. My application sound ducks fine to get out of the way of the audio alert, but the alarm app's audio alert does not sound. Naturally, tons of support requests poured in over the iOS 5 change. I have solved this temporarily by setting kAudioSessionProperty_OverrideCategoryMixWithOthers which lets the alarm audio come through, but there are a few very undesirable side-effects when doing this: Other app's audio can play with/over mine. The remote control events are not routed to my app, but to iPod.app. None of the above drawbacks are acceptable for my app's requirements. I have been hacking away at this for some time now but haven't been able to crack it. How can I setup my audio such that: My app's audio still uses the AVAudioSessionCategoryPlayback category for background audio. The Clock.app alarms still have their audio alerts make sound The app still responds to remote control notifications

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  • ios UITableView reloadData don't increase content height

    - by Zoltan Varadi
    I'm facing a strange error in my iOS app and haven't been able to figure out the reason why. In my UITableView i can add new cells, so i refresh the array that is the datasource and call reloadData. Everything works without error. The numberOfRowsInSection is called again, and it's value is one more than it's previous value was. The new cell even gets inserted at the bottom of the tableview, but i cant scroll down to it. I only know that it's there because the tableview bounces and i can see it. I'm guessing the tableview's content height is not getting increased for some reason, but i have no idea why. I'm using iOS 6 btw. Any help is very much appreciated! Thanks, Zoli EDIT, answers for Srikanth's questions: How is data getting added. There's an NSArray containing objects of a specific type. The array.count is the number of the number of cells. This NSArray gets its values from a database query. When you say, you are refreshing the array, what do you mean. By refreshing the array i mean i execute a new query in the database and put the results of this query into an NSArray. this will be the tableview's datasource array. Like this: dataSourceArray = [dbManager executeQuery]; [tableView reloadData]; Are you adding the data within the same view controller Yes. Can you show some code as to what you are doing See above. Is the table view at the root of the view controllers view or is it within another view The tableview is the main view's first child. Can you try adding data to the array at the beginning, so that you can view the cell being added at the top. I don't understand what you mean.

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  • iOS Simulator is black on app execution

    - by Terryn
    I am running xcode 5.1.1 and have been trying to learn objective C / iOS development. Right now whenever I try to run my code on the emulator (I do not have an actual device atm) it comes up with a black screen. Code can be found here. Compiling and running gives me the following error: 2014-08-23 10:42:57.429 Calculator[1862:60b] *** Terminating app due to uncaught exception 'NSUnknownKeyException', reason: '[<XYZViewController 0xe436640> setValue:forUndefinedKey:]: this class is not key value coding-compliant for the key didgetPressed.' *** First throw call stack: ( 0 CoreFoundation 0x017ed1e4 __exceptionPreprocess + 180 1 libobjc.A.dylib 0x0156c8e5 objc_exception_throw + 44 2 CoreFoundation 0x0187cfe1 -[NSException raise] + 17 3 Foundation 0x0122cd9e -[NSObject(NSKeyValueCoding) setValue:forUndefinedKey:] + 282 4 Foundation 0x011991d7 _NSSetUsingKeyValueSetter + 88 5 Foundation 0x01198731 -[NSObject(NSKeyValueCoding) setValue:forKey:] + 267 6 Foundation 0x011fab0a -[NSObject(NSKeyValueCoding) setValue:forKeyPath:] + 412 7 UIKit 0x004e31f4 -[UIRuntimeOutletConnection connect] + 106 8 libobjc.A.dylib 0x0157e7de -[NSObject performSelector:] + 62 9 CoreFoundation 0x017e876a -[NSArray makeObjectsPerformSelector:] + 314 10 UIKit 0x004e1d4d -[UINib instantiateWithOwner:options:] + 1417 11 UIKit 0x0034a6f5 -[UIViewController _loadViewFromNibNamed:bundle:] + 280 12 UIKit 0x0034ae9d -[UIViewController loadView] + 302 13 UIKit 0x0034b0d3 -[UIViewController loadViewIfRequired] + 78 14 UIKit 0x0034b5d9 -[UIViewController view] + 35 15 UIKit 0x0026b267 -[UIWindow addRootViewControllerViewIfPossible] + 66 16 UIKit 0x0026b5ef -[UIWindow _setHidden:forced:] + 312 17 UIKit 0x0026b86b -[UIWindow _orderFrontWithoutMakingKey] + 49 18 UIKit 0x002763c8 -[UIWindow makeKeyAndVisible] + 65 19 UIKit 0x00226bc0 -[UIApplication _callInitializationDelegatesForURL:payload:suspended:] + 2097 20 UIKit 0x0022b667 -[UIApplication _runWithURL:payload:launchOrientation:statusBarStyle:statusBarHidden:] + 824 21 UIKit 0x0023ff92 -[UIApplication handleEvent:withNewEvent:] + 3517 22 UIKit 0x00240555 -[UIApplication sendEvent:] + 85 23 UIKit 0x0022d250 _UIApplicationHandleEvent + 683 24 GraphicsServices 0x037e2f02 _PurpleEventCallback + 776 25 GraphicsServices 0x037e2a0d PurpleEventCallback + 46 26 CoreFoundation 0x01768ca5 __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE1_PERFORM_FUNCTION__ + 53 27 CoreFoundation 0x017689db __CFRunLoopDoSource1 + 523 28 CoreFoundation 0x0179368c __CFRunLoopRun + 2156 29 CoreFoundation 0x017929d3 CFRunLoopRunSpecific + 467 30 CoreFoundation 0x017927eb CFRunLoopRunInMode + 123 31 UIKit 0x0022ad9c -[UIApplication _run] + 840 32 UIKit 0x0022cf9b UIApplicationMain + 1225 33 Calculator 0x00002c8d main + 141 34 libdyld.dylib 0x01e34701 start + 1 35 ??? 0x00000001 0x0 + 1 ) libc++abi.dylib: terminating with uncaught exception of type NSException (lldb) I have attempted the following things, and so far nothing has worked 1) checked the deployment info, it has the main interface set to main 2) double checked all break points to turn them off and disabled all of them through Debug-Disable Breakpoints 3) Reset Content and Settings on the iOS Simulator. 4) Checked the issue with the LLDB Debugger, however from what I have read the issue is no longer present with the 5.1.1 xcode. 5) checked the local host is still set to 127.0.0.1 Thanks! - Terryn

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  • UIWebView autosize issue only on iOS 4.3

    - by troop231
    I am trying to figure out how to fix this bug that only occurs on iOS 4.3. When the application launches, it displays a PDF that is scaled to fit in the UIWebView. It behaves perfectly until you pinch to zoom on the document, and then rotate it, leaving behind a black area. If you don't pinch to zoom, it doesn't leave the black area. I don't understand why this is a iOS 4.3 only issue. Screenshot of the issue: I've been trying to solve this problem awhile now, and would greatly appreciate your help. Thank you. Screenshots of the .xib settings: The code I'm using is: .h: #import <UIKit/UIKit.h> @interface ViewController : UIViewController { UIWebView *webView; } @property (nonatomic) IBOutlet UIWebView *webView; @end .m: #import "ViewController.h" @interface ViewController () @end @implementation ViewController @synthesize webView; - (BOOL)shouldAutorotateToInterfaceOrientation: (UIInterfaceOrientation)interfaceOrientation { if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) { return YES; } else { return (interfaceOrientation != UIInterfaceOrientationPortraitUpsideDown); } } - (void)viewDidLoad { [super viewDidLoad]; NSString *urlAddress = [[NSBundle mainBundle] pathForResource:@"test" ofType:@"pdf"]; NSURL *url = [NSURL fileURLWithPath:urlAddress]; NSURLRequest *requestObj = [NSURLRequest requestWithURL:url]; [webView loadRequest:requestObj]; } - (void)didReceiveMemoryWarning { [super didReceiveMemoryWarning]; } @end

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  • How to reduce iOS AVPlayer start delay

    - by Bernt Habermeier
    Note, for the below question: All assets are local on the device -- no network streaming is taking place. The videos contain audio tracks. I'm working on an iOS application that requires playing video files with minimum delay to start the video clip in question. Unfortunately we do not know what specific video clip is next until we actually need to start it up. Specifically: When one video clip is playing, we will know what the next set of (roughly) 10 video clips are, but we don't know which one exactly, until it comes time to 'immediately' play the next clip. What I've done to look at actual start delays is to call addBoundaryTimeObserverForTimes on the video player, with a time period of one millisecond to see when the video actually started to play, and I take the difference of that time stamp with the first place in the code that indicates which asset to start playing. From what I've seen thus-far, I have found that using the combination of AVAsset loading, and then creating an AVPlayerItem from that once it's ready, and then waiting for AVPlayerStatusReadyToPlay before I call play, tends to take between 1 and 3 seconds to start the clip. I've since switched to what I think is roughly equivalent: calling [AVPlayerItem playerItemWithURL:] and waiting for AVPlayerItemStatusReadyToPlay to play. Roughly same performance. One thing I'm observing is that the first AVPlayer item load is slower than the rest. Seems one idea is to pre-flight the AVPlayer with a short / empty asset before trying to play the first video might be of good general practice. [http://stackoverflow.com/questions/900461/slow-start-for-avaudioplayer-the-first-time-a-sound-is-played] I'd love to get the video start times down as much as possible, and have some ideas of things to experiment with, but would like some guidance from anyone that might be able to help. Update: idea 7, below, as-implemented yields switching times of around 500 ms. This is an improvement, but it it'd be nice to get this even faster. Idea 1: Use N AVPlayers (won't work) Using ~ 10 AVPPlayer objects and start-and-pause all ~ 10 clips, and once we know which one we really need, switch to, and un-pause the correct AVPlayer, and start all over again for the next cycle. I don't think this works, because I've read there is roughly a limit of 4 active AVPlayer's in iOS. There was someone asking about this on StackOverflow here, and found out about the 4 AVPlayer limit: fast-switching-between-videos-using-avfoundation Idea 2: Use AVQueuePlayer (won't work) I don't believe that shoving 10 AVPlayerItems into an AVQueuePlayer would pre-load them all for seamless start. AVQueuePlayer is a queue, and I think it really only makes the next video in the queue ready for immediate playback. I don't know which one out of ~10 videos we do want to play back, until it's time to start that one. ios-avplayer-video-preloading Idea 3: Load, Play, and retain AVPlayerItems in background (not 100% sure yet -- but not looking good) I'm looking at if there is any benefit to load and play the first second of each video clip in the background (suppress video and audio output), and keep a reference to each AVPlayerItem, and when we know which item needs to be played for real, swap that one in, and swap the background AVPlayer with the active one. Rinse and Repeat. The theory would be that recently played AVPlayer/AVPlayerItem's may still hold some prepared resources which would make subsequent playback faster. So far, I have not seen benefits from this, but I might not have the AVPlayerLayer setup correctly for the background. I doubt this will really improve things from what I've seen. Idea 4: Use a different file format -- maybe one that is faster to load? I'm currently using .m4v's (video-MPEG4) H.264 format. I have not played around with other formats, but it may well be that some formats are faster to decode / get ready than others. Possible still using video-MPEG4 but with a different codec, or maybe quicktime? Maybe a lossless video format where decoding / setup is faster? Idea 5: Combination of lossless video format + AVQueuePlayer If there is a video format that is fast to load, but maybe where the file size is insane, one idea might be to pre-prepare the first 10 seconds of each video clip with a version that is boated but faster to load, but back that up with an asset that is encoded in H.264. Use an AVQueuePlayer, and add the first 10 seconds in the uncompressed file format, and follow that up with one that is in H.264 which gets up to 10 seconds of prepare/preload time. So I'd get 'the best' of both worlds: fast start times, but also benefits from a more compact format. Idea 6: Use a non-standard AVPlayer / write my own / use someone else's Given my needs, maybe I can't use AVPlayer, but have to resort to AVAssetReader, and decode the first few seconds (possibly write raw file to disk), and when it comes to playback, make use of the raw format to play it back fast. Seems like a huge project to me, and if I go about it in a naive way, it's unclear / unlikely to even work better. Each decoded and uncompressed video frame is 2.25 MB. Naively speaking -- if we go with ~ 30 fps for the video, I'd end up with ~60 MB/s read-from-disk requirement, which is probably impossible / pushing it. Obviously we'd have to do some level of image compression (perhaps native openGL/es compression formats via PVRTC)... but that's kind crazy. Maybe there is a library out there that I can use? Idea 7: Combine everything into a single movie asset, and seekToTime One idea that might be easier than some of the above, is to combine everything into a single movie, and use seekToTime. The thing is that we'd be jumping all around the place. Essentially random access into the movie. I think this may actually work out okay: avplayer-movie-playing-lag-in-ios5 Which approach do you think would be best? So far, I've not made that much progress in terms of reducing the lag.

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  • iOS TableView crash don't know how. Here is the app

    - by jollyr0ger
    Hi! In my app that you can download here: http://ge.tt/2DDqfJa I've started a discussion but is died here iOS TableView crash loading different data The problem is when I back from viewing the YouTube video to the recipes list, the app crash... And when i select a category for the second time, where have to load a tableview with different data source, it crash. This is the crash log Program received signal: “EXC_BAD_ACCESS”. (gdb) bt #0 0x00f0da63 in objc_msgSend () #1 0x04b27ca0 in ?? () #2 0x00002665 in -[RecipesListController viewWillAppear:] (self=0x4b38a00, _cmd=0x6d81a2, animated=1 '\001') at /Users/claudiocanino/Documents/iOS/CottoMangiato/Classes/RecipesListController.m:67 #3 0x00370c9a in -[UINavigationController _startTransition:fromViewController:toViewController:] () #4 0x0036b606 in -[UINavigationController _startDeferredTransitionIfNeeded] () #5 0x0037283e in -[UINavigationController pushViewController:transition:forceImmediate:] () #6 0x04f49549 in -[UINavigationControllerAccessibility(SafeCategory) pushViewController:transition:forceImmediate:] () #7 0x0036b4a0 in -[UINavigationController pushViewController:animated:] () #8 0x00003919 in -[CategoryViewController tableView:didSelectRowAtIndexPath:] (self=0x4b27ca0, _cmd=0x6d19e3, tableView=0x500c200, indexPath=0x4b2d650) at /Users/claudiocanino/Documents/iOS/CottoMangiato/Classes/CategoryViewCotroller.m:104 #9 0x0032a794 in -[UITableView _selectRowAtIndexPath:animated:scrollPosition:notifyDelegate:] () #10 0x00320d50 in -[UITableView _userSelectRowAtPendingSelectionIndexPath:] () #11 0x000337f6 in __NSFireDelayedPerform () #12 0x00d8cfe3 in __CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__ () #13 0x00d8e594 in __CFRunLoopDoTimer () #14 0x00ceacc9 in __CFRunLoopRun () #15 0x00cea240 in CFRunLoopRunSpecific () #16 0x00cea161 in CFRunLoopRunInMode () #17 0x016e0268 in GSEventRunModal () #18 0x016e032d in GSEventRun () #19 0x002c342e in UIApplicationMain () #20 0x00001c08 in main (argc=1, argv=0xbfffef58) at /Users/claudiocanino/Documents/iOS/CottoMangiato/main.m:15 Another bt log: (gdb) bt #0 0x00cd76a1 in __CFBasicHashDeallocate () #1 0x00cc2bcb in _CFRelease () #2 0x00002dd6 in -[RecipesListController setRecipesArray:] (self=0x6834d50, _cmd=0x4293, _value=0x4e3bc70) at /Users/claudiocanino/Documents/iOS/CottoMangiato/Classes/RecipesListController.m:16 #3 0x00002665 in -[RecipesListController viewWillAppear:] (self=0x6834d50, _cmd=0x6d81a2, animated=1 '\001') at /Users/claudiocanino/Documents/iOS/CottoMangiato/Classes/RecipesListController.m:67 #4 0x00370c9a in -[UINavigationController _startTransition:fromViewController:toViewController:] () #5 0x0036b606 in -[UINavigationController _startDeferredTransitionIfNeeded] () #6 0x0037283e in -[UINavigationController pushViewController:transition:forceImmediate:] () #7 0x091ac549 in -[UINavigationControllerAccessibility(SafeCategory) pushViewController:transition:forceImmediate:] () #8 0x0036b4a0 in -[UINavigationController pushViewController:animated:] () #9 0x00003919 in -[CategoryViewController tableView:didSelectRowAtIndexPath:] (self=0x4b12970, _cmd=0x6d19e3, tableView=0x5014400, indexPath=0x4b2bd00) at /Users/claudiocanino/Documents/iOS/CottoMangiato/Classes/CategoryViewCotroller.m:104 #10 0x0032a794 in -[UITableView _selectRowAtIndexPath:animated:scrollPosition:notifyDelegate:] () #11 0x00320d50 in -[UITableView _userSelectRowAtPendingSelectionIndexPath:] () #12 0x000337f6 in __NSFireDelayedPerform () #13 0x00d8cfe3 in __CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__ () #14 0x00d8e594 in __CFRunLoopDoTimer () #15 0x00ceacc9 in __CFRunLoopRun () #16 0x00cea240 in CFRunLoopRunSpecific () #17 0x00cea161 in CFRunLoopRunInMode () #18 0x016e0268 in GSEventRunModal () #19 0x016e032d in GSEventRun () #20 0x002c342e in UIApplicationMain () #21 0x00001c08 in main (argc=1, argv=0xbfffef58) at /Users/claudiocanino/Documents/iOS/CottoMangiato/main.m:15 Thanks

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  • iOS static Framework crash when animating view

    - by user1439216
    I'm encountering a difficult to debug issue with a static library project when attempting to animate a view. It works fine when debugging (and even when debugging in the release configuration), but throws an error archived as a release: Exception Type: EXC_CRASH (SIGSYS) Exception Codes: 0x00000000, 0x00000000 Crashed Thread: 0 Thread 0 name: Dispatch queue: com.apple.main-thread Thread 0 Crashed: 0 TestApp 0x000d04fc 0x91000 + 259324 1 UIKit 0x336d777e +[UIView(UIViewAnimationWithBlocks) animateWithDuration:animations:] + 42 2 TestApp 0x000d04de 0x91000 + 259294 3 TestApp 0x000d0678 0x91000 + 259704 4 Foundation 0x355f04f8 __57-[NSNotificationCenter addObserver:selector:name:object:]_block_invoke_0 + 12 5 CoreFoundation 0x35aae540 ___CFXNotificationPost_block_invoke_0 + 64 6 CoreFoundation 0x35a3a090 _CFXNotificationPost + 1400 7 Foundation 0x355643e4 -[NSNotificationCenter postNotificationName:object:userInfo:] + 60 8 UIKit 0x33599112 -[UIInputViewTransition postNotificationsForTransitionStart] + 846 9 UIKit 0x335988cc -[UIPeripheralHost(UIKitInternal) executeTransition:] + 880 10 UIKit 0x3351bb8c -[UIPeripheralHost(UIKitInternal) setInputViews:animationStyle:] + 304 11 UIKit 0x3351b260 -[UIPeripheralHost(UIKitInternal) _reloadInputViewsForResponder:] + 952 12 UIKit 0x3351ae54 -[UIResponder(UIResponderInputViewAdditions) reloadInputViews] + 160 13 UIKit 0x3351a990 -[UIResponder becomeFirstResponder] + 452 14 UIKit 0x336194a0 -[UITextInteractionAssistant setFirstResponderIfNecessary] + 168 15 UIKit 0x33618d6a -[UITextInteractionAssistant oneFingerTap:] + 1602 16 UIKit 0x33618630 _UIGestureRecognizerSendActions + 100 17 UIKit 0x335a8d5e -[UIGestureRecognizer _updateGestureWithEvent:] + 298 18 UIKit 0x337d9472 ___UIGestureRecognizerUpdate_block_invoke_0541 + 42 19 UIKit 0x33524f4e _UIGestureRecognizerApplyBlocksToArray + 170 20 UIKit 0x33523a9c _UIGestureRecognizerUpdate + 892 21 UIKit 0x335307e2 _UIGestureRecognizerUpdateGesturesFromSendEvent + 22 22 UIKit 0x33530620 -[UIWindow _sendGesturesForEvent:] + 768 23 UIKit 0x335301ee -[UIWindow sendEvent:] + 82 24 UIKit 0x3351668e -[UIApplication sendEvent:] + 350 25 UIKit 0x33515f34 _UIApplicationHandleEvent + 5820 26 GraphicsServices 0x376d5224 PurpleEventCallback + 876 27 CoreFoundation 0x35ab651c __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE1_PERFORM_FUNCTION__ + 32 28 CoreFoundation 0x35ab64be __CFRunLoopDoSource1 + 134 29 CoreFoundation 0x35ab530c __CFRunLoopRun + 1364 30 CoreFoundation 0x35a3849e CFRunLoopRunSpecific + 294 31 CoreFoundation 0x35a38366 CFRunLoopRunInMode + 98 32 GraphicsServices 0x376d4432 GSEventRunModal + 130 33 UIKit 0x33544cce UIApplicationMain + 1074 Thread 0 crashed with ARM Thread State: r0: 0x0000004e r1: 0x000d04f8 r2: 0x338fed47 r3: 0x3f523340 r4: 0x00000000 r5: 0x2fe8da00 r6: 0x00000001 r7: 0x2fe8d9d0 r8: 0x3f54cad0 r9: 0x00000000 r10: 0x3fd00000 r11: 0x3f523310 ip: 0x3f497048 sp: 0x2fe8d988 lr: 0x33539a41 pc: 0x000d04fc cpsr: 0x60000010 To give some background info: The static library is part of an 'iOS fake-framework', built using the templates from here: https://github.com/kstenerud/iOS-Universal-Framework The framework presents a registration UI as a modal view on top of whatever the client application is doing at the time. It pushes these views using a handle to a UIViewController provided by the client application. It doesn't do anything special, but here's the animation code: -(void)keyboardWillShowNotification:(NSNotification *)notification { double animationDuration = [[[notification userInfo] objectForKey:UIKeyboardAnimationDurationUserInfoKey] doubleValue]; dispatch_async(dispatch_get_main_queue(), ^(void) { [self animateViewsToState:kUMAnimationStateKeyboardVisible forIdiom:[UIDevice currentDevice].userInterfaceIdiom forDuration:animationDuration]; }); } -(void)animateViewsToState:(kUMAnimationState)state forIdiom:(UIUserInterfaceIdiom)idiom forDuration:(double)duration { float fieldOffset; if (idiom == UIUserInterfaceIdiomPhone) { if (state == kUMAnimationStateKeyboardVisible) { fieldOffset = -KEYBOARD_HEIGHT_IPHONE_PORTRAIT; } else { fieldOffset = KEYBOARD_HEIGHT_IPHONE_PORTRAIT; } } else { if (state == kUMAnimationStateKeyboardVisible) { fieldOffset = -IPAD_FIELD_OFFSET; } else { fieldOffset = IPAD_FIELD_OFFSET; } } [UIView animateWithDuration:duration animations:^(void) { mUserNameField.frame = CGRectOffset(mUserNameField.frame, 0, fieldOffset); mUserPasswordField.frame = CGRectOffset(mUserPasswordField.frame, 0, fieldOffset); }]; } Further printf-style debugging shows that it crashes whenever I do anything much with UIKit - specifically, it crashes when I replace -animateViewsToState with: if (0 == UIUserInterfaceIdiomPhone) { NSLog(@""); } and [[[[UIAlertView alloc] initWithTitle:@"test" message:@"123" delegate:nil cancelButtonTitle:@"OK" otherButtonTitles:nil] autorelease] show]; To me, this sounds like a linker problem, but I don't understand how such problems would only manifest here, and not beforehand. Any help would be greatly appreciated.

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  • iOS App with OCMaps crashes when using the phone in chinese Language

    - by Pedro Morte Rolo
    I've been given the task of doing maintenance to a iOS application that uses OCMapView. I have just realized that when using the application in chinese language, it blows up when the selector doClustering is invoked on a OCMapView instance. This is for me a very puzzling behaviour, because I thought that regardless of the environment language, the OCMapView class should allways have the same methods. Am I wrong? Do you have any recomentations about how to find a solution to this problem? Thank you, Pedro

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  • iOS User guidelines at startup

    - by user963737
    I was wondering is there a way to give the user a small guided tour of the app with small pops exactly above the UI elements indicating what it will do and not using the standard popups which iOS has. Something like if an icon is used to post status there should be a small pop up on top of it which tells us it is used to post status and can be closed a standard in in games to introduce the player to their UI.

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