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  • How to check battery usage of an iPhone/Android app?

    - by Gajoo
    I think the title says Enough. For example Unity can generate you a report how much CPU/GPU power it's using or how fast it's going to drain device battery, but what about the applications developed using Cocos2d or the ones you develop directly using OpenGL? How should you profile them? In general what should you profile? or Should I simply run the application and wait for it's battery to run out?

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  • iPhone App that only shows a webpage. Allowed in App Store? [closed]

    - by aioobe
    I'm building a mobile web-app. One of the requirements from my client is that the user should be able to install (through App Store) a program that displays the webpage. I'm thinking of either just displaying a UIWebView with the web-page or opening the webpage in the browser. This would be my first experience with App Store, so I'd like to ask: Would I run into any troubles regarding acceptance in App Store for such "just-show-whatever-the-server-gives-me" application?

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  • Selecting text in mobile Safari on iPhone

    - by Goldy
    I'm trying to make it easy for an iphone user to copy some text to the clipboard in mobile safari. As in the usual "touch-hold-copy". There is a specific bit of text I want to a user to copy. I have full choice of the html markup in which to wrap the text. How can I make it easy, rather than abitrary? For instance: Is there a way to "select all" the text upon touch-down using javascript? Then a user could just continue to touch-hold and then choose copy? Is there a way to bring up the "select all" option? Like you can when typing in a text box? After which they can choose copy? If there's no javascript solution, how can I arrange the html to help Safari select the right bit of text easily? As opposed to just a word, or a wrapping div? I've tried onFocus="this.select()" for various elements, none seem to work. Also tried onClick. Those who have tried to port a site that uses ZeroClipboard to the iPhone might have some ideas. Cheers

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  • iPod/iPhone OpenGL ES UIView flashes when updating

    - by Dave Viner
    I have a simple iPhone application which uses OpenGL ES (v1) to draw a line based on the touches of the user. In the XCode Simulator, the code works perfectly. However, when I install the app onto an iPod or iPhone, the OpenGL ES view "flashes" when drawing the line. If I disable the line drawing, the flash disappears. By "flash", I mean that the background image (which is an OpenGL texture) disappears momentarily, and then reappears. It appears as if the entire scene is completely erased and redrawn. The code which handles the line drawing is the following: renderLineFromPoint:(CGPoint)start toPoint:(CGPoint)end { static GLfloat* vertexBuffer = NULL; static NSUInteger vertexMax = 64; NSUInteger vertexCount = 0, count, i; //Allocate vertex array buffer if(vertexBuffer == NULL) vertexBuffer = malloc(vertexMax * 2 * sizeof(GLfloat)); //Add points to the buffer so there are drawing points every X pixels count = MAX(ceilf(sqrtf((end.x - start.x) * (end.x - start.x) + (end.y - start.y) * (end.y - start.y)) / kBrushPixelStep), 1); for(i = 0; i < count; ++i) { if(vertexCount == vertexMax) { vertexMax = 2 * vertexMax; vertexBuffer = realloc(vertexBuffer, vertexMax * 2 * sizeof(GLfloat)); } vertexBuffer[2 * vertexCount + 0] = start.x + (end.x - start.x) * ((GLfloat)i / (GLfloat)count); vertexBuffer[2 * vertexCount + 1] = start.y + (end.y - start.y) * ((GLfloat)i / (GLfloat)count); vertexCount += 1; } //Render the vertex array glVertexPointer(2, GL_FLOAT, 0, vertexBuffer); glDrawArrays(GL_POINTS, 0, vertexCount); //Display the buffer [context presentRenderbuffer:GL_RENDERBUFFER_OES]; } (This function is based on the function of the same name from the GLPaint sample application.) For the life of me, I can not figure out why this causes the screen to flash. The line is drawn properly (both in the Simulator and in the iPod). But, the flash makes it unusable. Anyone have ideas on how to prevent the "flash"?

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  • iPhone/iPod receive messages from C# tcpip server using CocoaAsyncSocket

    - by SorinA.
    Hello, i'm trying to send/receive data over wifi to an iphone/ipodtouch app from a C# tcpip server. for this i used cocoaAsyncSocket from the google project. If i push a button and i send a request from ipod to server it returns the requested data(song title for example)..i want to know every second what song is playng...so from C# server i send at intervals of 1 second messages to my app. In my app in an timer with the interval of 1 second i call the asyncSocket read readDataWithTimeout method. My problem is that after 8-9 seconds that method is not called anymore. The connection to the server is still active and the C# server still sends data.. what i want to do is the following thing: - winamp plays a song - C# server asks winamp what songs is he playing and sends the song title to my app. - iphone app receives the data and displays it i don't know why the readDataWithTimeout method is not called anymore after a short period of time..Maybe because the short time between messages sent by the C# server? Thank you, Sorin

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  • IPhone accelerometer works even in flat surface.

    - by Amaresh
    I have an imageView in the view. It moves even if the iphone is still for some time. Why is it so ? Also the image does not respond quickly to the movement of the iphone. Here is my code written for this: I have also set the updateInterval and delegate for the accelerometer. #define kVelocityMultiplier 1000; -(void)accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration { if(currentPoint.x < 0) { currentPoint.x=0; ballXVelocity=0; } if(currentPoint.x > 480-sliderWidth) { currentPoint.x=480-sliderWidth; ballXVelocity=0; } static NSDate *lastDrawTime; if(currentPoint.x<=480-sliderWidth&&currentPoint.x>=0) { if(lastDrawTime!=nil) { NSTimeInterval secondsSinceLastDraw=-([lastDrawTime timeIntervalSinceNow]); ballXVelocity = ballXVelocity + -acceleration.y*secondsSinceLastDraw; CGFloat xAcceleration=secondsSinceLastDraw * ballXVelocity * kVelocityMultiplier; currentPoint = CGPointMake(currentPoint.x + xAcceleration, 266); } slider.frame=CGRectMake(currentPoint.x, currentPoint.y, sliderWidth, 10); } [lastDrawTime release]; lastDrawTime=[[NSDate alloc]init]; } Can anyone help me out please ?

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  • iPhone Keychain Questions

    - by AO
    Some questions: * Is there some way to view the data present in the iPhone keychain? * The items an application adds, cannot be accessed by any other application, can it? * What is the purpose of the identifier and access group in the initialization? My guess is that the identifier is simply used to find items but I'm a little bit unsure of the access group. If the access group is assigned nil, all applications can access the items? If the access group is assigned X, could the items be accessed by another application with the same string X as access group or what is the purpose of the access group in this case? * Is the data in the keychain removed when the application is removed? If not, how do I achieve that? And finally: I can't get the KeychainItemWrapper (Apple example) to work. I've added the KeychainItemWrapper files to my project and when running it on the phone, an exception is thrown by SecItemAdd, saying that one or more parameters were not valid (result code -50). The code triggering the SecItemAdd follows: KeychainItemWrapper* wrapper = [[KeychainItemWrapper alloc] initWithIdentifier:@"something" accessGroup:@"com.company.whatever"]; [wrapper setObject:@"this is my password" forKey:@"password"]; NSLog(@"Password: %@", [wrapper objectForKey:@"password"]); The code can be found at http://developer.apple.com/iphone/library/samplecode/GenericKeychain/index.html

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  • monitoring iphone 3g/wifi bandswitch

    - by user262325
    Hello everyone I hope add the function to monitor iphone used 3g/wifi band switch. I know I can do these in my app, but I wonder if there is way to monitor all band switch usage of iPhone? I noticed that there is an app http://itunes.apple.com/ca/app/download-meter-for-wi-fi-gprs/id327227530?mt=8 It claims: Works with any carrier (iPods are supported too!). Requires no login/password to your carrier's site. Does not require Internet connection to get traffic usage statistics (works even in Airplane mode) because it gets information on traffic from the device, not a carrier; this means it won't cost you anything to view current traffic consumed, even while roaming in a location where traffic is very expensive. Allows the user to adjust consumed traffic for today or the current month to match traffic amounts reported by your carrier. Stats on the screen are updated every second. Measures traffic in real time with up to byte precision. Separates traffic into incoming and outgoing, Wi-Fi traffic and mobile Internet traffic. It looks like it gets the band switch info from carrier site, but they also said it gets info from device. I am really confused. Welcome any comment. Thanks interdev

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  • Google appengine authentication on iPhone web app on the home screen

    - by Rakesh Pai
    I'm using Google appengine for developing an web application that is meant to be used on both the browser and iphone. I have purchased a domain name for this application, so that I have a pretty URL. I've used the User API for authentication. This works just fine on desktop browsers and iPhone Safari. The user could add the application to the home screen (by tapping the "+" at the bottom toolbar). However when that's done, it seems like the cookies set by Google are not in affect within this "application", and the user is effectively logged out. To make matters worse, when the user clicks on the login link (as generated by GAE), the app closes and opens safari to complete the login. Since the session is apparently not shared between the two, the login process is futile, and the "home-screen" version of the app continues to be logged out. It seems that the cookies are not shared between a "home-screen" app and Safari. It also seems that the "home-screen" app will only work within it's own domain, and any redirect to any other domain will open Safari. Any idea how I can go about fixing this?

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  • Need help understanding "TypeError: default __new__ takes no parameters" error in python

    - by Gordon Fontenot
    For some reason I am having trouble getting my head around __init__ and __new__. I have a bunch of code that runs fine from the terminal, but when I load it as a plugin for Google Quick Search Box, I get the error TypeError: default __new__ takes no parameters. I have been reading about the error, and it's kind of making my brain spin. As it stands I have 3 classes, with no sub-classes, each class has it's own defs. I never use def __init__ or def __new__, but I have gotten the distinct feeling that these are the functions (or the lack thereof) that would be giving me the error. I have no idea how to summarize the code down to a snippet that would be helpful here, since I'm a bit over my head, but the entire script can be found at github. Not expecting anyone to bugfix my code for me, I am just at my wit's end on this. A simple (plain english, not the quote from the python docs which I have read 20 times and still don't really understand) explination of why this error would pop up, or why I should be, or not be, using the __init__ and/or __new__ functions would be seriously appreciated. Thanks for any help you can give in advance.

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  • Having problems with uploading photos to TwitPic using OAuth in Objective C on the iPhone

    - by M. Bedi
    I have been working on an iPhone app that has a feature of uploading photos to TwitPic. I have it working with basic authentication. I am trying to get it working with OAuth. I am getting authentication errors. I have studied very carefully the TwitPic documentation. I am authorising the app by displaying a UI Web View and the it returns a PIN value. I enter the PIN value in the app and request the token. I am able to upload status updates to Twitter but not photos. My code is based on some example code from here: Example iPhone app using OAuth Here is my code: NSString *url = @"http://api.twitpic.com/2/upload.json"; NSString *oauth_header = [oAuth oAuthHeaderForMethod:@"POST" andUrl:url andParams:nil]; NSLog(@"OAuth header : %@\n\n", oauth_header); ASIFormDataRequest *request = [ASIFormDataRequest requestWithURL:[NSURL URLWithString:url]]; [request addRequestHeader:@"User-Agent" value:@"ASIHTTPRequest"]; request.requestMethod = @"POST"; [request addRequestHeader:@"X-Auth-Service-Provider" value:@"https://api.twitter.com/1/account/verify_credentials.json"]; [request addRequestHeader:@"X-Verify-Credentials-Authorization" value:oauth_header]; NSData *imageRepresentation = UIImageJPEGRepresentation(imageToUpload, 0.8); [request setData:imageRepresentation forKey:@"media"]; [request setPostValue:@"Some Message" forKey:@"message"]; [request setPostValue:TWITPIC_API_KEY forKey:@"key"]; [request setDelegate:self]; [request setDidFinishSelector:@selector(requestDone:)]; [request setDidFailSelector:@selector(requestFailed:)]; [request start]; Here is the OAuth Header: OAuth realm="http://api.twitter.com/", oauth_timestamp="1275492425", oauth_nonce="b686f20a18ba6763ac52b689b2ac0c421a9e4013", oauth_signature_method="HMAC-SHA1", oauth_consumer_key="zNbW3Xi3MuS7i9cpz6fw", oauth_version="1.0", oauth_token="147275699-jmrjpwk3B6mO2FX2BCc9Ci9CRBbBKYW1bOni2MYs", oauth_signature="d17HImz6VgygZgbcp845CD2qNnI%3D"

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  • Geolocation Firefox accurate than iPhone Safari?

    - by johnz
    I just tested Geolocation on Firefox 3.6 and iPhone Safari (os 3.1.3), the result is interesting, firefox is more accurate than safari. any one got idea how to make iPhone Safari result more accurate. this is the code for testing: navigator.geolocation.getCurrentPosition(handler, {enableHighAccuracy: true}); function handler(location) { var message = document.getElementById("message"); message.innerHTML = "<img src='http://maps.google.com/staticmap?sensor=true&center=" + location.coords.latitude + "," + location.coords.longitude + "&size=300x300&maptype=street&zoom=16&key=ABQIAAAAZrVtlT2df2pkfI_RZB_6WBRWTAkRKJS7h1XjKaOTqACHuw1n0BT5cATkkKFnZNGHmrwUw9IilQK0Eg' />"; message.innerHTML+="<p>Longitude: " + location.coords.longitude + "</p>"; message.innerHTML+="<p>Latitude: " + location.coords.latitude + "</p>"; message.innerHTML += "<p>Accuracy: " + location.coords.accuracy + "</p>"; // call the function with my current lat/lon getPlaceFromFlickr(location.coords.latitude, location.coords.longitude, 'output'); } . . test from here

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  • Suggestions for entering mobile development -- pure iPhone SDK, Android SDK, Mono Touch or Titanium

    - by Tom Cabanski
    I am entering mobile development. I have been working primarily in .NET since 1.0 came out in beta. Before that, I was mostly a C++ and Delphi guy and still dabble in C++ from time to time. I do web apps quite a bit so I am reasonably proficient with Javascript, JQuery and CSS. I have also done a few Java applications. I started web programming with CGI and live mostly in the ASP.NET MVC world these days. I am trying to decide on which platform/OS and tool to select. I am concerned with the size of the market available for my applications as well as the marketibility of the skills I will pick up. The apps I have in mind would work on both phones and pads. Some aspects of what I have in mind will play better on the bigger screens that will be available on pads. Here are the options I am considering: Apple iPhone/iPad using pure Apple SDK (Objective-C) Apple iPhone/iPad using Mono Touch (C#) Android using pure Android SDK (Java) Multiple platforms using something like Titanium to generate native apps from web technologies (HTML, CSS and Javascript) Multiple platforms using HTML5 web applications that run in the browser (HTML, CSS and Javascript). Which option would you choose? Do you have a different suggestion? What are the pros and cons?

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  • iPhone openGLES performance tuning

    - by genesys
    Hey there! I'm trying now for quite a while to optimize the framerate of my game without really making progress. I'm running on the newest iPhone SDK and have a iPhone 3G 3.1.2 device. I invoke arround 150 drawcalls, rendering about 1900 Triangles in total (all objects are textured using two texturelayers and multitexturing. most textures come from the same textureAtlasTexture stored in pvrtc 2bpp compressed texture). This renders on my phone at arround 30 fps, which appears to me to be way too low for only 1900 triangles. I tried many things to optimize the performance, including batching together the objects, transforming the vertices on the CPU and rendering them in a single drawcall. this yelds 8 drawcalls (as oposed to 150 drawcalls), but performance is about the same (fps drop to arround 26fps) I'm using 32byte vertices stored in an interleaved array (12bytes position, 12bytes normals, 8bytes uv). I'm rendering triangleLists and the vertices are ordered in TriStrip order. I did some profiling but I don't really know how to interprete it. instruments-sampling using Instruments and Sampling yelds this result: http://neo.cycovery.com/instruments_sampling.gif telling me that a lot of time is spent in "mach_msg_trap". I googled for it and it seems this function is called in order to wait for some other things. But wait for what?? instruments-openGL instruments with the openGL module yelds this result: http://neo.cycovery.com/intstruments_openglES_debug.gif but here i have really no idea what those numbers are telling me shark profiling: profiling with shark didn't tell me much either: http://neo.cycovery.com/shark_profile_release.gif the largest number is 10%, spent by DrawTriangles - and the whole rest is spent in very small percentage functions Can anyone tell me what else I could do in order to figure out the bottleneck and could help me to interprete those profiling information? Thanks a lot!

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  • Custom Keyboard (iPhone), UIKeyboardDidShowNotification and UITableViewController

    - by Pascal
    On an iPhone App, I've got a custom keyboard which works like the standard keyboard; it appears if a custom textfield becomes first responder and hides if the field resigns first responder. I'm also posting the Generic UIKeyboardWillShowNotification, UIKeyboardDidShowNotification and their hiding counterparts, like follows: NSMutableDictionary *userInfo = [NSMutableDictionary dictionaryWithCapacity:5]; [userInfo setObject:[NSValue valueWithCGPoint:self.center] forKey:UIKeyboardCenterBeginUserInfoKey]; [userInfo setObject:[NSValue valueWithCGPoint:shownCenter] forKey:UIKeyboardCenterEndUserInfoKey]; [userInfo setObject:[NSValue valueWithCGRect:self.bounds] forKey:UIKeyboardBoundsUserInfoKey]; [userInfo setObject:[NSNumber numberWithInt:UIViewAnimationCurveEaseOut] forKey:UIKeyboardAnimationCurveUserInfoKey]; [userInfo setObject:[NSNumber numberWithDouble:thisAnimDuration] forKey:UIKeyboardAnimationDurationUserInfoKey]; [[NSNotificationCenter defaultCenter] postNotificationName:UIKeyboardWillShowNotification object:nil userInfo:userInfo]; This code is working and I use it in UIViewController subclasses. Now since iPhone OS 3.0, UITableViewController automatically resizes its tableView when the system keyboards show and hide. I'm only now compiling against 3.0 and I thought that the controller should also resize the table if my custom keyboard appears, since I'm posting the same notification. However it doesn't. The table view controller is set as the delegate of the input fields. Does anyone have an idea why this might be the case? Has anyone implemented something similar successfully? I have standard input fields along the custom ones, so if the user changes the fields the standard keyboard hides and the custom one shows. It would be beneficial if the tableView didn't resize to full height and I didn't have to resize it back with a custom method.

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  • iPhone SDK 3.2 Universal App issue with .xib files

    - by Wesley
    Hello! So I am finding this process of universalizing my iPhone app to be a big headache! Am I alone in this? I sure hope not. Anyway, my question is regarding the .xib files for my universal application. I had my iPhone OS 3.1 running app all ready to make the universal switch. I went up to Project/Upgrade Current Target for iPad/Universal Application and it supposedly made my app have all the necessary iPad settings... So when I went to test it in 3.2 SDk, the screen was big, meaning the toolbar was sized correctly for the iPad, but the image that was being displayed was for the OS 3.1, meaning it was way small. So I then went to the iPad Source folder, changed the name of my MainViewController.xib file to MainViewController-iPad.xib, and inserted the bigger image I had prepared for the iPad, and it still didn't work correctly. Then, I went into my MainViewController.m file and changed the nib reference from MainViewController to MainViewController-iPad, and it worked! My only concern is that being that I had to "hard-code" it in, or force it to read from my -iPad file, is that going to present issues for the OS3.1 version? I can't go back and test the 3.1 version now for some reason, the option was removed from the Active SDK menu... If there is anyone out there that has experienced this, or has insight into what I am doing wrong, your help would be greatly appreciated. Thank you!

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  • iPhone app doesn't build crash reports

    - by BankStrong
    My app formerly created useful crash logs. I synced my iPhone in the past and found crash logs in library/logs/CrashReporter About a month ago, my app stopped creating crash reports. When I first discovered this problem, I assumed it was due to memory corruption (a possibility in my app). I just created a new project and added a crash to it. // Implement viewDidLoad to do additional setup after loading the view, // typically from a nib. - (void)viewDidLoad { NSMutableArray *array = [[NSMutableArray alloc] init]; [array removeObjectAtIndex:-1]; [super viewDidLoad]; } This app does not create a crash report either. Ideas I've started to explore: My phone is corrupted (tried restoring - somehow I brought it to the state from a few months ago) My XCode is corrupt (tried reinstalling, but current download demands Snow Leopard - and I can't upgrade to Snow Leopard online). This seems possible - I may have messed with device support around a month ago (similar to http://stackoverflow.com/questions/1224867/does-iphone-os-3-0-1-ruin-your-development-phone ) The location for crash logs has somehow moved. Suggestions?

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  • iPhone app stopped building crash reports

    - by BankStrong
    My app formerly created useful crash logs. I synced my iPhone in the past and found crash logs in library/logs/CrashReporter About a month ago, my app stopped creating crash reports. When I first discovered this problem, I assumed it was due to memory corruption (a possibility in my app). I just created a new project and added a crash to it. // Implement viewDidLoad to do additional setup after loading the view, // typically from a nib. - (void)viewDidLoad { NSMutableArray *array = [[NSMutableArray alloc] init]; [array removeObjectAtIndex:-1]; [super viewDidLoad]; } This app does not create a crash report either. Ideas I've started to explore: My phone is corrupted (tried restoring - somehow I brought it to the state from a few months ago) My XCode is corrupt (tried reinstalling, but current download demands Snow Leopard - and I can't upgrade to Snow Leopard online). This seems possible - I may have messed with device support around a month ago (similar to http://stackoverflow.com/questions/1224867/does-iphone-os-3-0-1-ruin-your-development-phone ) The location for crash logs has somehow moved. Suggestions?

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  • Displaying indexed png- files out of NSArray on the iphone screen

    - by Thomas Hülsmann
    Hi, i like to create an artwork counter- display on an iphone, diplaying 0 to 9. The 10 digits are 10 png- files with the numbers 0 to 9 as their artwork content. The 10 png- files are implemented by using NSArray. Following you'll find the implementation- code: zahlenArray = [NSArray arrayWithObjects: [UIImage imageNamed:@"ziffer-0.png"], [UIImage imageNamed:@"ziffer-1.png"], [UIImage imageNamed:@"ziffer-2.png"], [UIImage imageNamed:@"ziffer-3.png"], [UIImage imageNamed:@"ziffer-4.png"], [UIImage imageNamed:@"ziffer-5.png"], [UIImage imageNamed:@"ziffer-6.png"], [UIImage imageNamed:@"ziffer-7.png"], [UIImage imageNamed:@"ziffer-8.png"], [UIImage imageNamed:@"ziffer-9.png"], nil]; As an index for the 10 digitis I use an integer variable, initializing with 0: int counter = 0; Furthermore I declare an UIImageview programmaticaly: UIImageView *zahlenEinsBisNeun; The implementation code for the UIImageview is: zahlenEinsBisNeun = [UIImage alloc] initWithFrame:CGRectMake(240, 50, 200, 200)]; ???????????????????????????????????????? [self.view addSubview:zahlenEinsBisNeun]; [zahlenEinsBisNeun release]; There, where you see the questionmarks, I don't know how to write the code, to retrieve my content artworks 0 to 9 from NSArray with the index "counter" and make it visible on my iphone screen by using .... addSubview:zahlenEinsBisNeun ... Can anybody help??? My thanks for your support in advance Thomas Hülsmann

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  • Differences between iPhone/iPod Simulator and Devices

    - by Allisone
    Hi, since I started iPhone/iPod Development I have come across some differences between how the simulator and how real device react. Maybe I will come across some other differences I will have to figure out as well, maybe other people haven't met these problems here (YET) and can profit from the knowledge, and maybe you know some problems/differences that you would have been happy to know about earlier before you spent several hours or days figuring out what the heck is going on. So here is what I came across. Simulator is not case sensitive, Devices are case sensitive. This means a default.png or Icon.png will work in simulator, but not on a device where they must be named Default.png and icon.png (if it's still not working read this answer) Simulator has different codecs to play audio and video If you use f.e. MPMoviePlayerController you might play certain video on the simulator while on the device it won't work (use Handbrake-presets-iPhone & iPod Touch to create playable videos for Simulator and Device). If you play audio with AudioServicesPlaySystemSound(&soundID) you might here the sound on simulator but not an a device. (use Audacity to open your soundfile, export as wav and run afconvert -f caff -d LEI16@44100 -c 1 audacity.wav output.caf in terminal) Also there is this flickering on second run problem which can be resolved with an playerViewCtrl.initialPlaybackTime = -1.0; either on the end of playing or before each beginning. Simulator is mostly much faster cause it doesn't simulate the hardware but uses Mac resources, therefore f.e. sio2 Apps (OpenGL,OpenAL,etc. framework) run much better on simulator, well everything that uses more resources will run visibly better in simulator than on device. I hope we can add some more to this.

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  • Add new language to existing Xcode project localization

    - by leolobato
    Hey guys, I'm working on an existing Xcode 3.2.2 Universal iPhone OS project which is already localized for 4 languages (EN, IT, DE and FR). We are now adding a new language (JA) into this project. Each existing .lproj folder (en.lproj, it.lproj, de.lproj and fr.lproj) has almost 60 files - including PNGs, HTMLs and the Localizable.strings file. Each one of those files appear as localized groups inside Groups & Files in Xcode. They're spread all over the tree. If I right-click one of those groups (say, Localizable.strings) inside Xcode, Get Info, click on "Add Localization" and type "ja" - as the Xcode docs suggest, nothing happens. From what I read in this newgroup, it's possibly because of the way those folders are named. If they were named like English.lproj and Italian.lproj, this was supposed to work. So, for me to actually import a new language localized file into the existing group, I have to: Right-click the localized group file. Choose "Add Existing File". Select the corresponding file inside the ja.lproj folder. I'm about to get a new ja.lproj folder with those 60 localized files and would love to import them in the project in a way that doesn't involve searching for every single file in Groups & Trees and performing those steps... for every one of those 60 files. Is that possible? Is there a right (or better) way to import a new language into this Xcode project?

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  • Trying to compile x264 and ffmpeg for iPhone - "missing required architecture arm in file"

    - by jtrim
    I'm trying to compile x264 for use in an iPhone application. I see there are instructions on how to compile ffmpeg for use on the platform here: http://lists.mplayerhq.hu/pipermail/ffmpeg-devel/2009-October/076618.html , but I can't seem to find anything this complete for compiling x264 on the iPhone. I've found this source tree: http://gitorious.org/x264-arm that seems to have support for the ARM platform. Here is my config line: ./configure --cross-prefix=/usr/bin/ --host=arm-apple-darwin10 --extra-cflags="-B /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.2.sdk/usr/lib/ -I /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.2.sdk/usr/lib/" ...and inside configure I'm using the gas-preprocessor script (first link above) as my assembler: gas-preprocessor.pl gcc When I start compiling, it chunks away for a little while, then it spits out these warnings and a huge list of undefined symbols: ld: warning: option -s is obsolete and being ignored ld: warning: -force_cpusubtype_ALL will become unsupported for ARM architectures ld: warning: in /usr/lib/crt1.o, missing required architecture arm in file ld: warning: in /usr/X11R6/lib/libX11.dylib, missing required architecture arm in file ld: warning: in /usr/lib/libm.dylib, missing required architecture arm in file ld: warning: in /usr/lib/libpthread.dylib, missing required architecture arm in file ld: warning: in /usr/lib/libgcc_s.1.dylib, missing required architecture arm in file ld: warning: in /usr/lib/libSystem.dylib, missing required architecture arm in file Undefined symbols: My guess would be that the problem has to do with the "missing required architecture arm in file" warning...any ideas?

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  • iphone menu navigation with buttons help requested

    - by David
    Hi, I'm trying to program an iphone app that will have several different (sub)apps. Ideally, I want to know how to make the main menu for this app look and behave like the iphone's own app menu, but I can't figure it out. If any one knows a package or library that does this, please let me know. Plan B is to mock one using UIButtons, and here is where I'm having problems. Basically, when I press a button that should push a new view, it calls the push method, but I still see the top view. in the app delegate, I have something like: AppViewController *viewController; App1ViewController *app1ViewController; UINavigationController *navController; and in didFinishLaunching method, something like: viewController = [ [ AppViewController alloc ] initWithAppDelegate: self ]; app1ViewController = [ [App1ViewController alloc ] initWithAppDelegate: self ]; navController = [ [ UINavigationController alloc ] initWithRootViewController:viewController]; [window addSubview:viewController.view]; and 2 methods -(void)app1{[ navController pushViewController: app1ViewController animated:YES ];} -(void)back{[ navController popViewControllerAnimated:YES ];} then I have 2 viewcontrollers in AppViewController.h @interface AppViewController : UIViewController { UINavigationController *navController; UIButton *appbtn1, *appbtn2, *appbtn3, *appbtn4; } -(id)initWithAppDelegate:(id)appDelegate; @end @interface App1ViewController : UIViewController { UITextView *textView; UINavigationController *navController; } -(id)initWithAppDelegate:(id)appDelegate; @end and define a loadView for each viewcontroller. However, when I press the app1 button and the app1 method gets called, it says the view hasa been pushed, but my view remains the buttons view, i.e. the root view. If I press the button again, it tells me I can't repush the app1view, the one I can't see. Any ideas? I can post the full code if that helps. Thank you for your time.

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  • Javascript won't execute in iPhone Safari

    - by Stuart Meyer
    I'm running into this issue only because I recently purchased an iPhone. The javascript for a picture carousel on my website (http://www.stuartmeyerphotography.com) won't execute in Safari for iPhone. I thought it worked on Mac Safari last I checked with a friend who had a Mac (a year ago), but now I need to go back and check that too to make sure it works on the Mac. "View source" on my website would show the entire html page, but I've pulled the code from the body section to show here: carousel({id:'Photos', border:'', size_mode:'image', width:120, height:120, sides:8, steps:75, speed:4, direction:'left', images:['mainthumbs/babiesthumb.jpg','mainthumbs/engagementsthumb.jpg','mainthumbs/dancethumb1.jpg','mainthumbs/artistthumb.jpg','mainthumbs/portraitsthumb1.jpg','mainthumbs/seniorsthumb1.jpg','mainthumbs/wedthumb1.jpg'], links:['babies/babies.html','engagements/engagemainshow/engagementpictures.html','dance/dancepictures.html','artists/artists.html','portraits/portraits.html','seniors/highschoolseniors.html','weddings/weddings.html'], lnk_base:'', lnk_targets:['_iframe1', '_iframe1', '_iframe1', '_iframe1', '_iframe1', '_iframe1', '_iframe1' ], lnk_attr:['width=200,height=300,top=200,menubar=yes', 'width=300,height=200,left=400,scrollbars=yes', 'width=150,height=250,left=200,top=100', ''], titles:['Babies', 'Engagements', 'Dance', 'Artists', 'Portraits', 'HS Seniors', 'Weddings'], image_border_width:1, image_border_color:'#E3F0A1' });   </div> Any thoughts? -Stuart

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  • Multiple Application Support Directories for iPhone Simulator?

    - by Alex G
    I am developing an iPhone app with someone else. The app works fine for me, but he is running into a bug. We think this bug is related to the fact that he is getting multiple Application directories for this same app. In my ~/Library/Application Support/iPhone Simulator/User/Applications, I only have one folder at all times. He says that he will get 3 or 4 directories when he is only working on this one app. We think this is our problem because our bug has to do with displaying images that are stored in the app's Documents folder. Does anyone know why he is ending up with multiple directories or how to stop it? Edit: Here is the code for writing the image to a file: NSData *image = [NSData dataWithContentsOfURL:[NSURL URLWithString:[currentArticle articleImage]]]; NSArray *array = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString *imagePath = [array objectAtIndex:0]; NSFileManager *NSFM = [NSFileManager defaultManager]; BOOL isDir = YES; if(![NSFM fileExistsAtPath:imagePath isDirectory:&isDir]) if(![NSFM createDirectoryAtPath:imagePath attributes:nil]) NSLog(@"error"); imagePath = [imagePath stringByAppendingFormat:@"/images"]; if(![NSFM fileExistsAtPath:imagePath isDirectory:&isDir]) if(![NSFM createDirectoryAtPath:imagePath attributes:nil]) NSLog(@"error"); imagePath = [imagePath stringByAppendingFormat:@"/%@.jpg", [currentArticle uniqueID]]; [image writeToFile:imagePath atomically:NO]; And here is the code for getting the path when I need the image: - (NSString *)imagePath { NSArray *array = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString *imagePath = [array objectAtIndex:0]; return [imagePath stringByAppendingFormat:@"/images/%@.jpg", [self uniqueID]]; } The app works great for me, but my partner says that the images don't show up intermittently, and he notices that he gets multiple directories in his Applications folder.

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