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  • AVAudioPlayer error for Iphone Development

    - by KamalBhr
    Hello , I am developing an iphone application using "AVAudioPlayer" for playing a ".wav" file . For this i am adding header file "#import <AVFoundation/AVAudioPlayer.h>" . But while compiling i am getting error like : ".objc_class_name_AVAudioPlayer", referenced from: literal-pointer@__OBJC@__cls_refs@AVAudioPlayer in WebviewController.o ld: symbol(s) not found collect2: ld returned 1 exit status" . So can you please tell me the solution for this type of error.... Thanks & Regards, KamalBhr "

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  • iPhone app in Norwegian?

    - by Chamira Fernando
    I have an iPhone app which is supposed to be in Norwegian. All my nib files and content are in Norwegian. Then I came to know about language files [Localisation] but I can't see Norwegian in the list of languages in app store, now I'm bit worried about this issue can some one help me?

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  • iPhone HTTP Live Streaming not working on models below 3GS

    - by dreamer
    We are using http live streaming for on demand video from within our iPhone app and on the 3GS models the videos play as they are meant to. However, on the models pre 3GS it gives an error saying this movie format is not supported. I have seen other threads on this however no solutions or insights. Does anyone know if this really is a hardware limitation of the pre 3GS phones or does it have something to do with our code?

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  • OpenGL Layer on top of Video on iPhone?

    - by FlorianZ
    Hi there. I am trying to display a fullscreen video on the iPhone and overlay it with an OpenGL ES view. So basically, I want a video playing in the background, while there are OpenGL graphics being drawn on top of it. How do I achieve this and is it even possible? Thanks for your help! Florian

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  • Optimal pixel format for drawing on iPhone?

    - by Felixyz
    Pretty simple question: when doing some pretty intense drawing with CoreGraphics on the iPhone, how can I specify the pixel format to get optimal performance? Is the format that I get from the context via UIGraphicsGetCurrentContext per definition the best one? I know that RGB565 is supposed to be the fastest to use in OpenGL. Does that go for CoreGraphics as well? General advice?

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  • Creating Application URL for iPhone

    - by pion
    I am preparing to submit my iPhone app for approval. This is my first time. One of the requirements is "Application URL". I have done the following to create Application URL: Click Foo-Info.plist Right Click Information Property List" Click "Add Row" Select URL types Expand "URL Types" Expand Item 0 Type in "com.mycompany.Foo" in the Value field with "URL Identifier" key I am wondering if I do this correctly. Thanks in advance for your help.

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  • Facebook Connect for iPhone persistant login

    - by Sam
    Hi, I have implemented Facebook Connect in my iPhone project and it is working great. The only problem I have is that every time the user closes the app, the next time they load it they have to re-enter their username and password to login even if the 'keep me logged in' box is checked. My question is is there a way to save the user's session so next time the app is launched they are automatically logged into Facebook Connect without any prompts? Thanks!

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  • Objective-C Using Accelerometer (iPhone)

    - by Johannes Jensen
    I have a class called MainGame, which is defined like this in my .h: @interface MainGame : Renderer <UIAccelerometerDelegate> Then later in my .m I have this: - (void) accelerometer: (UIAccelerometer *)accelerometer didAccelerate: (UIAcceleration *)acceleration { // here I would read values like accelerometer.x NSLog(@"accelerated!!1"); } Am I doing it right? Currently I'm only testing in iPhone simulator, I'm going to buy the apple $99 developer thing soon. It doesn't log "accelerated!!1", but I'm guessing that's because I'm not running it on an actual device yet?

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  • Flurry's not collecting any data from my iPhone-app

    - by swalkner
    Hi all, I want to use Flurry to collect some statistics, so I registered and created an app in Flurry. Then, I put the following code in my appDidFinishLaunching: [FlurryAPI startSession:@"code here"]; Afterwards, I installed the app on my iPhone and ran it - but I don't see any data online. Am I missing something? And is data also collected from the simulator? Thanks a lot, Stefan

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  • Access Iphone Pim Data via web app

    - by Eric
    i think i know the answer to this question, but just want to make sure before i dismiss the possibility. is it possible with user permission for my web app to access pim data like the address book on a iphone, similar to how a web app can access the location service?

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  • Objective-C DOM XML parser for iPhone

    - by phunehehe
    Hello guys I'm looking for a way on the iPhone to parse an XML document using DOM. I have been using SAX with NSXMLParser but now I really want a DOM tree (or anything that can quickly translate the XML document into an NSDictionary) Thanks for any help

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  • Minimize window effect of OS X on the iPhone - Objective-C

    - by ncohen
    Hi everyone, I would like to imitate the minimize window effect of OS X on the UIView's iPhone... I was thinking about making two animations: the first one extend and distort the view and the second one reduce the view! What do you think? My problem is to distort the view! Do you have any idea how I could make the whole thing? Thanks

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  • iPhone: save log files and transfer to PC

    - by Dhanesh
    Hi, In my iPhone application, there is a requirement to save a few log files in the phone(files are run-time generated). Then I have to copy/transfer the files into the pc. Can anyone suggest the best way to do this. Pls consider this as a newbee question. Thanks in advance.. ~Dhanesh

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  • Show app running time in iPhone

    - by Sam
    I would like to write a counter that shows how many seconds an app has be running for. (textView) and the counter should be cumulative and starts from where it left off. Im new to iphone sdk.

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  • iPhone Image Resources, ICO vs PNG, app bundle filesize

    - by Jasarien
    My application has a collection of around 1940 icons that are used throughout. They're currently in ICO and new images provided to me come in ICO format too. I have noticed that they contain a 16x16 and 32x32 representation of each icon in one file. Each file is roughly 4KB in filesize (as reported by finder, but ls reports that they vary from being ~1000 bytes to 5000 bytes) A very small number of these icons only contain the 32x32 representation, and as a result are only around 700 bytes in size. Currently I am bundling these icons with my application and they are inflating the size of the app a bit more than I would like. Altogether, the images total just about 25.5MB. Xcode must do some kind of compression because the resulting app bundle is about 12.4MB. Compressing this further into a ZIP (as it would be when submitted to the App Store), results in a final file of 5.8MB. I'm aware that the maximum limit for over the air App Store downloads has been raised to 20MB since the introduction of the iPad (I'm not sure if that extends to iPhone apps as well as iPad apps though, if not the limit would be 10MB). My worry is that new icons are going to be added (sometimes up to 10 icons per week), and will continue to inflate the app bundle over time. What is the best way to distribute these icons with my app? Things I've tried and not had much success with: Converting the icons from ICO to PNG: I tried this in the hopes that the pngcrush utility would help out with the filesize. But it appears that it doesn't make much of a difference between a normal PNG and a crushed png (I believe it just optimises the image for display on the iPhone's GPU rather than compress it's size). Also in going from ICO to PNG actually increased the size of the icon file... Zipping the images, and then uncompressing them on first run. While this did reduce the overall image sizes, I found that the effort needed to unzip them, copy them to the documents folder and ensure that duplication doesn't happen on upgrades was too much hassle to be worth the benefit. Also, on original and 3G iPhones unzipping and copying around 25MB of images takes too long and creates a bad experience... Things I've considered but not yet tried: Instead of distributing the icons within the app bundle, host them online, and download each icon on demand (it depends on the user's data as to which icons will actually be displayed and when). Issues with this is that bandwidth costs money, and image downloads will be bandwidth intensive. However, my app currently has a small userbase of around 5,500 users (of which I estimate around 1500 to be active based on Flurry stats), and I have a huge unused bandwidth allowance with my current hosting package. So I'm open to thoughts on how to solve this tricky issue.

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