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  • Wireless Not Working on Ubuntu 10.10

    - by Promather
    I recently bought a new HP DV6-3118SA laptop, but I am having a very discouraging problem with wireless LAN. It simply doesn't work! Could you please help me with this? EDIT: Following @Ronald and @Oli advice, I am dumping the output of lspci -k: 00:00.0 Host bridge: Intel Corporation Core Processor DRAM Controller (rev 02) Subsystem: Hewlett-Packard Company Device 144a Kernel driver in use: agpgart-intel Kernel modules: intel-agp 00:01.0 PCI bridge: Intel Corporation Core Processor PCI Express x16 Root Port (rev 02) Kernel driver in use: pcieport Kernel modules: shpchp 00:02.0 VGA compatible controller: Intel Corporation Core Processor Integrated Graphics Controller (rev 02) Subsystem: Hewlett-Packard Company Device 144a Kernel driver in use: i915 Kernel modules: i915 00:16.0 Communication controller: Intel Corporation 5 Series/3400 Series Chipset HECI Controller (rev 06) Subsystem: Hewlett-Packard Company Device 144a 00:1a.0 USB Controller: Intel Corporation 5 Series/3400 Series Chipset USB2 Enhanced Host Controller (rev 05) Subsystem: Hewlett-Packard Company Device 144a Kernel driver in use: ehci_hcd 00:1b.0 Audio device: Intel Corporation 5 Series/3400 Series Chipset High Definition Audio (rev 05) Subsystem: Hewlett-Packard Company Device 144a Kernel driver in use: HDA Intel Kernel modules: snd-hda-intel 00:1c.0 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 1 (rev 05) Kernel driver in use: pcieport Kernel modules: shpchp 00:1c.1 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 2 (rev 05) Kernel driver in use: pcieport Kernel modules: shpchp 00:1d.0 USB Controller: Intel Corporation 5 Series/3400 Series Chipset USB2 Enhanced Host Controller (rev 05) Subsystem: Hewlett-Packard Company Device 144a Kernel driver in use: ehci_hcd 00:1e.0 PCI bridge: Intel Corporation 82801 Mobile PCI Bridge (rev a5) 00:1f.0 ISA bridge: Intel Corporation Mobile 5 Series Chipset LPC Interface Controller (rev 05) Subsystem: Hewlett-Packard Company Device 144a Kernel modules: iTCO_wdt 00:1f.2 SATA controller: Intel Corporation 5 Series/3400 Series Chipset 4 port SATA AHCI Controller (rev 05) Subsystem: Hewlett-Packard Company Device 144a Kernel driver in use: ahci Kernel modules: ahci 00:1f.3 SMBus: Intel Corporation 5 Series/3400 Series Chipset SMBus Controller (rev 05) Subsystem: Hewlett-Packard Company Device 144a Kernel modules: i2c-i801 00:1f.6 Signal processing controller: Intel Corporation 5 Series/3400 Series Chipset Thermal Subsystem (rev 05) Subsystem: Hewlett-Packard Company Device 144a Kernel driver in use: intel ips Kernel modules: intel_ips 01:00.0 VGA compatible controller: ATI Technologies Inc Manhattan [Mobility Radeon HD 5000 Series] Subsystem: Hewlett-Packard Company Device 144a Kernel driver in use: radeon Kernel modules: radeon 01:00.1 Audio device: ATI Technologies Inc Manhattan HDMI Audio [Mobility Radeon HD 5000 Series] Subsystem: Hewlett-Packard Company Device 144a Kernel driver in use: HDA Intel Kernel modules: snd-hda-intel 02:00.0 Network controller: RaLink RT3090 Wireless 802.11n 1T/1R PCIe Subsystem: Hewlett-Packard Company Device 1453 Kernel driver in use: rt2800pci Kernel modules: rt2860sta, rt2800pci 03:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller (rev 03) Subsystem: Hewlett-Packard Company Device 144a Kernel driver in use: r8169 Kernel modules: r8169 7f:00.0 Host bridge: Intel Corporation Core Processor QuickPath Architecture Generic Non-core Registers (rev 02) Subsystem: Hewlett-Packard Company Device 144a 7f:00.1 Host bridge: Intel Corporation Core Processor QuickPath Architecture System Address Decoder (rev 02) Subsystem: Hewlett-Packard Company Device 144a 7f:02.0 Host bridge: Intel Corporation Core Processor QPI Link 0 (rev 02) Subsystem: Hewlett-Packard Company Device 144a 7f:02.1 Host bridge: Intel Corporation Core Processor QPI Physical 0 (rev 02) Subsystem: Hewlett-Packard Company Device 144a 7f:02.2 Host bridge: Intel Corporation Core Processor Reserved (rev 02) Subsystem: Hewlett-Packard Company Device 144a 7f:02.3 Host bridge: Intel Corporation Core Processor Reserved (rev 02) Subsystem: Hewlett-Packard Company Device 144a

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  • How to create array with unique sprites? in cocos2d iphone

    - by prakash s
    I write the code like this. This displays only one sprite (red colour bubble) with number of times and moving down, but actually I want to display different sprites (different colour bubble) every time and moving down. I also add no of .png images in resource folder of my project. Here I used only 3.png, but I need to display all *.png images (different colour bubbles) in my project but I don't know how to get this. Please help me Thank you. Here is the code: -(void)addTarget { CCSprite *target = [CCSprite spriteWithFile:@"3.png" rect:CGRectMake(0, 0, 256, 256)]; CGSize winSize = [[CCDirector sharedDirector] winSize]; int minY = target.contentSize.height/2; int maxY = winSize.height - target.contentSize.height/2; int rangeY = maxY - minY; int actualY = (arc4random() % rangeY) + minY; // Create the target slightly off-screen along the right edge, // and along a random position along the Y axis as calculated above target.position = ccp(winSize.width + (target.contentSize.width/2), actualY); [self addChild:target]; // Determine speed of the target int minDuration = 4.0; int maxDuration = 12.0; int rangeDuration = maxDuration - minDuration; int actualDuration = (arc4random() % rangeDuration) + minDuration; // Create the actions id actionMove = [CCMoveTo actionWithDuration:actualDuration position:ccp(-target.contentSize.width/2,actualY)]; id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:@selector(spriteMoveFinished:)]; [target runAction:[CCSequence actions:actionMove, actionMoveDone, nil]]; // Add to targets array target.tag = 2; [_targets addObject:target]; } -(void)gameLogic:(ccTime)dt { [self addTarget]; } -(id) init { if( (self=[super initWithColor:ccc4(255,255,255,255)] )) { // Enable touch events self.isTouchEnabled = YES; // Initialize arrays _targets = [[NSMutableArray alloc] init]; _projectiles = [[NSMutableArray alloc] init]; // Get the dimensions of the window for calculation purposes CGSize winSize = [[CCDirector sharedDirector] winSize]; [self schedule:@selector(gameLogic:) interval:1.0]; [self schedule:@selector(update:)]; } return self; } - (void)update:(ccTime)dt { NSMutableArray *projectilesToDelete = [[NSMutableArray alloc] init]; for (CCSprite *projectile in _projectiles) { CGRect projectileRect = CGRectMake(projectile.position.x - (projectile.contentSize.width/2), projectile.position.y - (projectile.contentSize.height/2), projectile.contentSize.width, projectile.contentSize.height); NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init]; for (CCSprite *target in _targets) { CGRect targetRect = CGRectMake(target.position.x - (target.contentSize.width/2), target.position.y - (target.contentSize.height/2), target.contentSize.width, target.contentSize.height); if (CGRectIntersectsRect(projectileRect, targetRect)) { [targetsToDelete addObject:target]; } } for (CCSprite *target in targetsToDelete) { [_targets removeObject:target]; [self removeChild:target cleanup:YES]; _projectilesDestroyed++; if (_projectilesDestroyed > 30) { //GameOverScene *gameOverScene = [GameOverScene node]; // [gameOverScene.layer.label setString:@"You Win!"]; // [[CCDirector sharedDirector] replaceScene:gameOverScene]; } } if (targetsToDelete.count > 0) { [projectilesToDelete addObject:projectile]; } [targetsToDelete release]; } for (CCSprite *projectile in projectilesToDelete) { [_projectiles removeObject:projectile]; [self removeChild:projectile cleanup:YES]; } [projectilesToDelete release]; }

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  • loading 60 images locally fast is it possible...? [closed]

    - by Tariq- iPHONE Programmer
    when my app starts it loads 60 images at a time in UIImageView and it also loads a background music. in simulator it works fine but in IPAD it crashes.. -(void)viewDidLoad { NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; //img.animationImages = [[NSArray arrayWithObjects: MyImages = [NSArray arrayWithObjects: //[UIImage imageNamed: @"BookOpeningB001.jpg"],...... B099,nil]; //[NSTimer scheduledTimerWithTimeInterval: 8.0 target:self selector:@selector(onTimer) userInfo:nil repeats:NO]; img.animationImages = MyImages; img.animationDuration = 8.0; // seconds img.animationRepeatCount = 1; // 0 = loops forever [img startAnimating]; [self.view addSubview:img]; [img release]; [pool release]; //[img performSelector:@selector(displayImage:) ]; //[self performSelector:@selector(displayImage:) withObject:nil afterDelay:10.0]; [self performSelector: @selector(displayImage) withObject: nil afterDelay: 8.0]; } -(void)displayImage { SelectOption *NextView = [[SelectOption alloc] initWithNibName:nil bundle:nil]; [self presentModalViewController:NextView animated:NO]; [NextView release]; } Am i doing anything wrong ? Is there any other alternative to load the local images faster in UIImageView !

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  • Dell Inspiron 15R 5520 Wireless Device Not Detected

    - by ashish
    I bought a Dell Inspiron 5520 15R last week and I am a newbie in Ubuntu platform. I installed Windows 7 as well as Ubuntu 12.04 64-bit. But my wireless device is not detected in Ubuntu while it is working fine in Windows OS. My wireless device is Dell Wireless 1704 802.11B 2.4GHZ. Is this a compatibility problem with Ubuntu. What would be the solution? Do I need to install another version of Ubuntu?

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  • Storage device manger regarding NTFS automount at boot time

    - by muneesh
    I am using storage device manager to auto-mount NTFS file system at boot time.But repeatedly, I am trying to uncheck the checkbox listed 'read only mode' in assistant option of storage device manager. I am not able to to auto-mount my NTFS partition in read/write mode. Please suggest a solution regarding this problem? Remember I am repeatedly trying to uncheck read only checkbox but not able to do that!

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  • "selected bootable device failed" error dual boot ubuntu alongside windows8.1

    - by user286280
    i have hp laptop i had installed windows 8 which i upgraded to 8.1 i wanted to dual boot ubuntu 14.04 with windows 8.1 i diasbled secure boot and fast startup then used a liveusb to boot then an error msg pops up saying "the selected bootable device failed" my system boot order is : os boot manager usb hdd internal hdd so my question is that y this msg(selected boot device failed) is popping up and should i try to keep usb hdd on the top of my sysytem boot order in order to get it working??? pls reply soon

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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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  • 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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  • ERROR: iPhone Private Frameworks "No such file or directory"

    - by WrightsCS
    I have added Private Frameworks To my project. When I build in DEVICE | RELEASE everything works fine and I am able to ldid -S the application and it successfully launches on my device. However, when trying to BUILD AND GO in Simulator, I get the error "No such file or directory" as indicated below: (I also get the error twice which is strange too.) Line Location HomeProfileViewController.h:10: error: BluetoothManager/BluetoothManager.h: No such file or directory Below are the project and build settings that I currently have, maybe someone can find a mistake and let me know, that would be awesome! PROJECT SETTINGS: PRIVATE_HEADERS_FOLDER_PATH = "/Developer/SDKs/iPhoneOS.sdk/Versions/iPhoneOS3.0.sdk/include" PUBLIC_HEADERS_FOLDER_PATH = "/Developer/SDKs/iPhoneOS.sdk/Versions/iPhoneOS3.0.sdk/include" USER_HEADER_SEARCH_PATHS = "/Developer/SDKs/iPhoneOS.sdk/Versions/iPhoneOS3.0.sdk/include" OTHER_CFLAGS = "-I/Developer/SDKs/iPhoneOS.sdk/Versions/iPhoneOS3.0.sdk/include-I/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.0.sdk/usr/include-I/Developer/Platforms/iPhoneOS.platform/Developer/usr/lib/gcc/arm-apple-darwin9/4.0.1/include-F/System/Library/Frameworks-F/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.0.sdk/System/Library/Frameworks-F/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.0.sdk/System/Library/PrivateFrameworks-DMAC_OS_X_VERSION_MAX_ALLOWED=1050" TARGET BUILD SETTINGS: PRIVATE_HEADERS_FOLDER_PATH = "/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.0.sdk/System/Library/PrivateFrameworks" FRAMEWORK_SEARCH_PATHS = "$(inherited) $(SDKROOT)$(SYSTEM_LIBRARY_DIR)/PrivateFrameworks" USER_HEADER_SEARCH_PATHS = "/Developer/SDKs/iPhoneOS.sdk/Versions/iPhoneOS3.0.sdk/include/**" OTHER_CFLAGS = "-I/Developer/SDKs/iPhoneOS.sdk/Versions/iPhoneOS3.0.sdk/include-I/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.0.sdk/usr/include-I/Developer/Platforms/iPhoneOS.platform/Developer/usr/lib/gcc/arm-apple-darwin9/4.0.1/include-F/System/Library/Frameworks-F/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.0.sdk/System/Library/Frameworks-F/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.0.sdk/System/Library/PrivateFrameworks-DMAC_OS_X_VERSION_MAX_ALLOWED=1050" Note: The quotation marks in the paths aren't actually in my project, I put them in so the site will syntax them better. Cydia

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  • ocunit testing on iPhone

    - by Magnus Poromaa
    Hi I am trying to get ocunit working in my project from XCode. Since I also need to debug in the unit tests I am using a script that automates the setup (see below). I just include it in the project under resources and change the name to the .ocunit file I want it to run. The problem I get is that it cant find the bundle file and therefore exists with an error. Can anyone who has a clue about XCode and objective-c take a look at it and tell me what is wrong. Also how am I supposed to produce the .ocunit file that I need to run. By setting up a new unit test target for the iPhone and add tests to it or? Hope someone has a clue since I just started ny iPhone development and need to get it up and running quickly Apple Script -- The only customized value we need is the name of the test bundle tell me to activate tell application "Xcode" activate set thisProject to project of active project document tell thisProject set testBundleName to name of active target set unitTestExecutable to make new executable at end of executables set name of unitTestExecutable to testBundleName set path of unitTestExecutable to "/Applications/TextEdit.app" tell unitTestExecutable -- Add a "-SenTest All" argument make new launch argument with properties {active:true, name:"-SenTest All"} -- Add the magic set injectValue to "$(BUILT_PRODUCTS_DIR)/" & testBundleName & ".octest" make new environment variable with properties {active:true, name:"XCInjectBundle", value:injectValue} make new environment variable with properties {active:true, name:"XCInjectBundleInto", value:"/Applications/TextEdit.app/Contents/MacOS/TextEdit"} make new environment variable with properties {active:true, name:"DYLD_INSERT_LIBRARIES", value:"$(DEVELOPER_LIBRARY_DIR)/PrivateFrameworks/DevToolsBundleInjection.framework/DevToolsBundleInjection"} make new environment variable with properties {active:true, name:"DYLD_FALLBACK_FRAMEWORK_PATH", value:"$(DEVELOPER_LIBRARY_DIR)/Frameworks"} end tell end tell end tell Cheers Magnus

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