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  • Implementing ZBar QR Code Reader in UIView

    - by Bobster4300
    I really need help here. I'm pretty new to iOS/Objective-C so sorry if the problem resolution is obvious or if my code is terrible. Be easy on me!! :-) I'm struggling to integrate ZBarSDK for reading QR Codes into an iPad app i'm building. If I use ZBarReaderController (of which there are plenty of tutorials and guides on implementing), it works fine. However I want to make the camera come up in a UIView as opposed to the fullscreen camera. Now I have gotten as far as making the camera view (readerView) come up in the UIView (ZBarReaderView) as expected, but I get an error when it scans a code. The error does not come up until a code is scanned making me believe this is either delegate related or something else. Here's the important parts of my code: (ZBarSDK.h is imported at the PCH file) SignInViewController.h #import <UIKit/UIKit.h> #import <AVFoundation/AVFoundation.h> @class AVCaptureSession, AVCaptureDevice; @interface SignInViewController : UIViewController < ZBarReaderDelegate > { ZBarReaderView *readerView; UITextView *resultText; } @property (nonatomic, retain) UIImagePickerController *imgPicker; @property (strong, nonatomic) IBOutlet UITextView *resultText; @property (strong, nonatomic) IBOutlet ZBarReaderView *readerView; -(IBAction)StartScan:(id) sender; SignInViewController.m #import "SignInViewController.h" @interface SignInViewController () @end @implementation SignInViewController @synthesize resultText, readerView; -(IBAction)StartScan:(id) sender { readerView = [ZBarReaderView new]; readerView.readerDelegate = self; readerView.tracksSymbols = NO; readerView.frame = CGRectMake(30,70,230,230); readerView.torchMode = 0; readerView.device = [self frontFacingCameraIfAvailable]; ZBarImageScanner *scanner = readerView.scanner; [scanner setSymbology: ZBAR_I25 config: ZBAR_CFG_ENABLE to: 0]; [self relocateReaderPopover:[self interfaceOrientation]]; [readerView start]; [self.view addSubview: readerView]; resultText.hidden=NO; } - (void) readerControllerDidFailToRead: (ZBarReaderController*) reader withRetry: (BOOL) retry{ NSLog(@"the image picker failing to read"); } - (void) imagePickerController: (UIImagePickerController*) reader didFinishPickingMediaWithInfo: (NSDictionary*) info { NSLog(@"the image picker is calling successfully %@",info); id<NSFastEnumeration> results = [info objectForKey: ZBarReaderControllerResults]; ZBarSymbol *symbol = nil; NSString *hiddenData; for(symbol in results) hiddenData=[NSString stringWithString:symbol.data]; NSLog(@"the symbols is the following %@",symbol.data); resultText.text=symbol.data; NSLog(@"BARCODE= %@",symbol.data); NSLog(@"SYMBOL : %@",hiddenData); resultText.text=hiddenData; } The error I get when a code is scanned: 2012-12-16 14:28:32.797 QRTestApp[7970:907] -[SignInViewController readerView:didReadSymbols:fromImage:]: unrecognized selector sent to instance 0x1e88b1c0 2012-12-16 14:28:32.799 QRTestApp[7970:907] *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '-[SignInViewController readerView:didReadSymbols:fromImage:]: unrecognized selector sent to instance 0x1e88b1c0' I'm not too worried about what happens with the results just yet, just want to get over this error. Took me ages just to get the camera to come up in the UIView due to severe lack of tutorial or documentation on ZBarReaderView (for beginners anyway). Thanks all.

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  • jenkins-maven-android when running throwing the error "android-sdk-linux/platforms" is not a directory"

    - by Sam
    I start setting up the jenkins-maven-android and i'm facing an issue when running the jenkin job. My Machine Details $uname -a Linux development2 3.0.0-12-virtual #20-Ubuntu SMP Fri Oct 7 18:19:02 UTC 2011 x86_64 x86_64 x86_64 GNU/Linux Steps to install the Android SDK in Ubuntu https://help.ubuntu.com/community/AndroidSDK since i'm working on headless env (ssh to client machine) i used following command to install the platform tools android update sdk --no-ui download apache maven and install on http://maven.apache.org/download.html mvn -version output root@development2:/opt/android-sdk-linux/tools# mvn -version Apache Maven 3.0.4 (r1232337; 2012-01-17 08:44:56+0000) Maven home: /opt/apache-maven-3.0.4 Java version: 1.6.0_24, vendor: Sun Microsystems Inc. Java home: /usr/lib/jvm/java-6-openjdk/jre Default locale: en_US, platform encoding: UTF-8 OS name: "linux", version: "3.0.0-12-virtual", arch: "amd64", family: "unix" root@development2:/opt/android-sdk-linux/tools# ran the following two command as mention in below sudo apt-get update sudo apt-get install ia32-libs Problems with Eclipse and Android SDK http://developer.android.com/sdk/installing/index.html As error suggest i gave the path to android SDK in jenkins build config still im getting the error clean install -Dandroid.sdk.path=/opt/android-sdk-linux Can someone help me to resolve this. Thanks Error I'm Getting Waiting for Jenkins to finish collecting data mavenExecutionResult exceptions not empty message : Failed to execute goal com.jayway.maven.plugins.android.generation2:android-maven-plugin:3.1.1:generate-sources (default-generate-sources) on project base-template: Execution default-generate-sources of goal com.jayway.maven.plugins.android.generation2:android-maven-plugin:3.1.1:generate-sources failed: Path "/opt/android-sdk-linux/platforms" is not a directory. Please provide a proper Android SDK directory path as configuration parameter <sdk><path>...</path></sdk> in the plugin <configuration/>. As an alternative, you may add the parameter to commandline: -Dandroid.sdk.path=... or set environment variable ANDROID_HOME. cause : Execution default-generate-sources of goal com.jayway.maven.plugins.android.generation2:android-maven-plugin:3.1.1:generate-sources failed: Path "/opt/android-sdk-linux/platforms" is not a directory. Please provide a proper Android SDK directory path as configuration parameter <sdk><path>...</path></sdk> in the plugin <configuration/>. As an alternative, you may add the parameter to commandline: -Dandroid.sdk.path=... or set environment variable ANDROID_HOME. Stack trace : org.apache.maven.lifecycle.LifecycleExecutionException: Failed to execute goal com.jayway.maven.plugins.android.generation2:android-maven-plugin:3.1.1:generate-sources (default-generate-sources) on project base-template: Execution default-generate-sources of goal com.jayway.maven.plugins.android.generation2:android-maven-plugin:3.1.1:generate-sources failed: Path "/opt/android-sdk-linux/platforms" is not a directory. Please provide a proper Android SDK directory path as configuration parameter <sdk><path>...</path></sdk> in the plugin <configuration/>. As an alternative, you may add the parameter to commandline: -Dandroid.sdk.path=... or set environment variable ANDROID_HOME. at org.apache.maven.lifecycle.internal.MojoExecutor.execute(MojoExecutor.java:225) at org.apache.maven.lifecycle.internal.MojoExecutor.execute(MojoExecutor.java:153) at org.apache.maven.lifecycle.internal.MojoExecutor.execute(MojoExecutor.java:145) at org.apache.maven.lifecycle.internal.LifecycleModuleBuilder.buildProject(LifecycleModuleBuilder.java:84) at org.apache.maven.lifecycle.internal.LifecycleModuleBuilder.buildProject(LifecycleModuleBuilder.java:59) at org.apache.maven.lifecycle.internal.LifecycleStarter.singleThreadedBuild(LifecycleStarter.java:183) at org.apache.maven.lifecycle.internal.LifecycleStarter.execute(LifecycleStarter.java:161) at org.apache.maven.DefaultMaven.doExecute(DefaultMaven.java:320) at org.apache.maven.DefaultMaven.execute(DefaultMaven.java:156) at org.jvnet.hudson.maven3.launcher.Maven3Launcher.main(Maven3Launcher.java:79) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:616) at org.codehaus.plexus.classworlds.launcher.Launcher.launchStandard(Launcher.java:329) at org.codehaus.plexus.classworlds.launcher.Launcher.launch(Launcher.java:239) at org.jvnet.hudson.maven3.agent.Maven3Main.launch(Maven3Main.java:158) at hudson.maven.Maven3Builder.call(Maven3Builder.java:98) at hudson.maven.Maven3Builder.call(Maven3Builder.java:64) at hudson.remoting.UserRequest.perform(UserRequest.java:118) at hudson.remoting.UserRequest.perform(UserRequest.java:48) at hudson.remoting.Request$2.run(Request.java:326) at hudson.remoting.InterceptingExecutorService$1.call(InterceptingExecutorService.java:72) at java.util.concurrent.FutureTask$Sync.innerRun(FutureTask.java:334) at java.util.concurrent.FutureTask.run(FutureTask.java:166) at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1110) at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:603) at java.lang.Thread.run(Thread.java:679) Caused by: org.apache.maven.plugin.PluginExecutionException: Execution default-generate-sources of goal com.jayway.maven.plugins.android.generation2:android-maven-plugin:3.1.1:generate-sources failed: Path "/opt/android-sdk-linux/platforms" is not a directory. Please provide a proper Android SDK directory path as configuration parameter <sdk><path>...</path></sdk> in the plugin <configuration/>. As an alternative, you may add the parameter to commandline: -Dandroid.sdk.path=... or set environment variable ANDROID_HOME. at org.apache.maven.plugin.DefaultBuildPluginManager.executeMojo(DefaultBuildPluginManager.java:110) at org.apache.maven.lifecycle.internal.MojoExecutor.execute(MojoExecutor.java:209) ... 27 more Caused by: com.jayway.maven.plugins.android.InvalidSdkException: Path "/opt/android-sdk-linux/platforms" is not a directory. Please provide a proper Android SDK directory path as configuration parameter <sdk><path>...</path></sdk> in the plugin <configuration/>. As an alternative, you may add the parameter to commandline: -Dandroid.sdk.path=... or set environment variable ANDROID_HOME. at com.jayway.maven.plugins.android.AndroidSdk.assertPathIsDirectory(AndroidSdk.java:125) at com.jayway.maven.plugins.android.AndroidSdk.getPlatformDirectories(AndroidSdk.java:285) at com.jayway.maven.plugins.android.AndroidSdk.findAvailablePlatforms(AndroidSdk.java:260) at com.jayway.maven.plugins.android.AndroidSdk.<init>(AndroidSdk.java:80) at com.jayway.maven.plugins.android.AbstractAndroidMojo.getAndroidSdk(AbstractAndroidMojo.java:844) at com.jayway.maven.plugins.android.phase01generatesources.GenerateSourcesMojo.generateR(GenerateSourcesMojo.java:329) at com.jayway.maven.plugins.android.phase01generatesources.GenerateSourcesMojo.execute(GenerateSourcesMojo.java:102) at org.apache.maven.plugin.DefaultBuildPluginManager.executeMojo(DefaultBuildPluginManager.java:101) ... 28 more channel stopped Finished: FAILURE* android home Echo root@development2:~# echo $ANDROID_HOME /opt/android-sdk-linux

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  • How does one get UI_USER_INTERFACE_IDIOM() to work with iPhone OS SDK < 3.2

    - by drootang
    Apple advises using the following code to detect whether running on an iPad or iPhone/iPod Touch: if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) { // The device is an iPad running iPhone 3.2 or later. // [for example, load appropriate iPad nib file] } else { // The device is an iPhone or iPod touch. // [for example, load appropriate iPhone nib file] } The problem is that UI_USER_INTERFACE_IDIOM() and UIUserInterfaceIdiomPad are NOT defined in the SDKs priory to 3.2. This seems to completely defeat the purpose of such a function. They can only be compiled and run on iPhone OS 3.2 (iPhone OS 3.2 can only be run on iPad). So if you can use UI_USER_INTERFACE_IDIOM(), the result will always be to indicate an iPad. If you include this code and target OS 3.1.3 (the most recent iPhone/iPod Touch OS) in order to test your iPhone-bound universal app code, you will get compiler errors since the symbols are not defined in 3.1.3 or earlier. If this is the recommended-by-Apple approach to runtime device-detection, what am I doing wrong? Has anyone succeeded using this approach to device-detection?

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  • UI_USER_INTERFACE_IDIOM() does not work with iPhone OS SDK < 3.2

    - by drootang
    Apple advises using the following code to detect whether running on an iPad or iPhone/iPod Touch: if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) { // The device is an iPad running iPhone 3.2 or later. // [for example, load appropriate iPad nib file] } else { // The device is an iPhone or iPod touch. // [for example, load appropriate iPhone nib file] } The problem is that UI_USER_INTERFACE_IDIOM() and UIUserInterfaceIdiomPad are NOT defined in the SDKs priory to 3.2. This seems to completely defeat the purpose of such a function. They can only be compiled and run on iPhone OS 3.2 (iPhone OS 3.2 can only be run on iPad). So if you can use UI_USER_INTERFACE_IDIOM(), the result will always be to indicate an iPad. If you include this code and target OS 3.1.3 (the most recent iPhone/iPod Touch OS) in order to test your iPhone-bound universal app code, you will get compiler errors since the symbols are not defined in 3.1.3 or earlier. If this is the recommended-by-Apple approach to runtime device-detection, what am I doing wrong? Has anyone succeeded using this approach to device-detection?

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  • iPhone SDK 3/4 App will not run on a iPhone 2.x device even with deployment target set to 2.0!

    - by MarqueIV
    Ok... I know about the difference between the base/active SDKs and the deployment target. I have my base SDK set at 4.0 and the deployment target set at 2.0. I am not using any APIs post 2.x, conditional or otherwise. Since I can't debug on a 2.x device, after building it, I use the iPhone Configuration Utility to install the app on the device, which it does just fine. Problem is, it doesn't run! I just get a blank screen. The main window never comes up! Now before you ask... I had this same problem with the iPhone SDK 3.x. I upgraded to the 4.x hoping it would be solved. It wasn't. Yes the provisioning profile is installed. (Couldn't install the app if it wasn't.) This same compiled app works fine on 3.x devices. Same with 4.x devices. Just not 2.x devices. Again, no I am not using any post-2.x SDKs. To prove this I created a brand-new, window-based app from the 'New Project' dialog and the only changes I made was the background color of the window (to prove the XIB loaded) and I set the deployment target to 2.0 (It's still compiled against the 4.x SDK though.) Again, it runs fine on 3.x or 4.x devices, but just a black, blank screen on 2.x devices. I've tried this on three separate 2.x devices included one freshly restored. I've used three separate dev machines (MacBook Pro with the 3.x SDK, MacBook Pro with the 4.x SDK and a Mac Pro with the 3.x SDK.) Same result every time. I am stumped. The fact that even an unmodified project doesn't run really has me confused. Could it be the XIB file? Did they change the format from 2.x to something newer in the 3.x SDK? If so, how do I set it back to 2.x. (Again, this is just a complete guess.) But I'm really stumped! Mark

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  • Development: SDK for Social Net

    - by loldop
    I have a task: development sdk for social networking service like facebook, twitter and etc. At now i'm developing facebook-extension-sdk which based on facebook-ios-sdk 3.0. But not all social networking services have good sdks. And all time i improved my facebook-extension-sdk, when i see ugly code :( Please, advise me good techniques to development these sdks (like design-patterns or your own experience or good books/sites). Thanks!

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  • Problem with pre-beta sdk - even after reinstalling SDK 3.2

    - by Anders Brenna
    I'm trying to upload the binary for a new app, but always get this errormessage: "The binary you uploaded was invalid. A pre-release beta version of the SDK was used to build the application." I know several people have asked a similar question, but I've tried all suggestions from the answers there without success. I used the XCode 4.0 beta 3 during development, and I've tried using it to compile for earlier releases (3.0, 3.1.3, 3.2 etc...) I've also tried downgrading to SDK 3.2, as well as removing 4.0 beta 3 and then installing SDK 3.2 as a fresh install. It seems to me that there might be some parameter in the "Edit Project Settings" that is sticking from the use of 4.0 beta 3, but I've tried to identify them without success. My last option seem to be a complete reinstall of both OS and SDK. Is there something else I might try first?

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  • What is inside Windows SDK?

    - by AKN
    For developing programs for windows, we need windows SDK. I understand that this SDK is what helps to create windows and handle window events and all that. I suppose it also enables us to manipulate with files and registries. (Does the same SDK is the reason for thread creation and handling?) All that is fine! I would like to know what are the files and libraries that come as a part of this SDK. Also does it come when I install the OS or when I install editors like Visual studio? Sometimes I see links to windows SDK separately as such. Is it same as the one that I get when installing Visual Studio or has something more than that.

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  • iPhone SDK 3.2 beta and iPhone SDK 3.1.2

    - by pratik
    Hello, Currently I am using iPhone SDK 3.1.2 for developing iPhone apps. Apple has recently released iPhone SDK 3.2 beta and I want to try my hands with it. But my problem is that I want to use both versions of SDKs, 3.1.2 since I am currently developing apps and uploading on app store, 3.2 beta to start trying the new version (but Apple will not accept apps on App Store, if developed using 3.2 beta) Please guide me. Regards, Pratik

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  • how to connect facebook sdk with cocos2d

    - by iPhone Fun
    hi all, As we all know face book is providing SDK to add face book in our applications. In simple applications it's easy to add such sdk as all things are known, but how to add face book sdk in cocos2d applications. I am new to this thing, so if any one can help me out , how to add face book adk with cocos2d?? I've done the same in simple applications, but I am not able to work with cocos2d. Thanks in advance.

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  • JNA and ZBar(library for bar code reader)

    - by user219120
    I'm creating Java Interface with JNA for ZBar(library for bar code reader). In JNA, structures in C are needed to declare. For example:: // In C typedef struct { char* id; char* name; int age; char* sectionId } EMPLOYEE; to // In Java with JNA public static class Employee extends Structure { // com.sun.jna.Structure String id; String name; int age; String sectionId; } But in ZBar, structures have no members. For example:: // zbar-0.10/include/zbar.h // line:1009-1011 struct zbar_image_scanner_s; /** opaque image scanner object. */ typedef struct zbar_image_scanner_s zbar_image_scanner_t; That doesn't declare size or members of the structures. How can I write interfaces for these structures in JNA?

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  • uiview animation used to work on iphone sdk 2.2 and now it doesn't on sdk 3.0

    - by nico
    hello! I have an animation block that worked fine when runnung the app on iphone OS 2.2. Now I compile the same code for iphone OS 3.0 and it doesn't work. UIViewAnimationTransition trans = UIViewAnimationTransitionFlipFromLeft; [UIView beginAnimations: nil context: NULL]; UIView *forview = [[self view] superview]; [UIView setAnimationTransition: trans forView:forview cache: YES]; [UIView setAnimationDuration:1.0]; [[self navigationController] popViewControllerAnimated:NO]; [UIView commitAnimations]; What the code does, it uses the navigation controller to change the top most view, but with the flip transition and not with the built in one. any ideas on what might have change in the sdk or what I'm doing wrong? thanks!!

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  • iPhone 3.1.3 sdk for Leopard

    - by mousebird
    Is it still possible to find the 3.1.3 SDK (w/ Xcode) for iPhone development on Leopard? I haven't upgraded to Snow Leopard yet, but I need to interact with devices running 3.1.3. I should have grabbed that version when it was up, but I didn't. So, does anyone have a link to the 3.1.3 iPhone SDK (w/ Xcode)?

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  • ipad video format

    - by Mike
    When you use iTunes to sync your videos with the iPhone the videos are always saved with no more than 640 pixels wide, if I am not wrong. What about the iPad? What is the size of videos iTunes syncs with iPad? 1024x768? and what if the video has a dimension below 1024x768? Will it scale up? or will it keep the video at low res and scale when you play? thanks.

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  • Mobile Java, shiny and new: Nokia Asha and Nokia SDK 2.0

    - by terrencebarr
    Nokia has announced a series of new S40 phones called “Asha” – mass-market devices with smart-phone features: Good-sized touch screens, 1 GHz processors, WiFi connectivity, social networking integration, and more. Prices starting around €60 retail. In case you don’t know, the S40 series is built on Java ME and has a huge deployed base in many parts of the world where price/performance is critical. Along with the new phones, Nokia is also making available the new Nokia SDK 2.0 for Java (beta), which enables developers to build rich Java applications with multi-touch, sensor support, an improved Maps API, and the Lightweight UI Toolkit (LWUIT) (more API & tools details). Furthermore, there is a host of developer information, the remote device access service, and even a porting guide to help you port your Android app to the new Asha platform. Last, but not least: More and better options to monetize your applications. Nokia has enabled in-app advertising and in-app purchasing, and improved the way applications can be discovered by customers. Nokia has seen downloads from the Nokia app store rise by 63%, now totaling billions. From what I’m hearing, the revenue opportunities on S40 for developers are often way better than what is typical for other smart-phone platforms (where competition is huge and consumers are fickle). Cheers, – Terrence Filed under: Mobile & Embedded Tagged: Asha Series, Java ME, Java ME SDK, Mobile Java, monetization, Nokia, S40

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  • Suitable SDK to develop quick game?

    - by gRnt
    I'm currently undertaking a personal project at home that I need to turn around inside the next few months (which working full time and still learning programming makes it a tad difficult). I'm looking for suggestions on SDK's or tools (preferably free or that come with games, similar to steam tools) that I can use to develop a "game". I'm OK with coding but have no 3D development skills at all. I've very little experience with mod tools or SDK's at all but I'm hoping someone can point me in the direction of one that does the following: A decent library of prefab 3D models to build scenes. Ability to add scripting to the scene I've used Unity before and would prefer to continue to do so however I really have the worst 3D skills imaginable and can't waste time learning them. I'd be looking for pre-fab items that are both industrial and possibly more lush environments (trees etc). If it makes any difference (due to licencing and what-not) I WILL NOT be selling this game or marketing it in any way and I am a University Student if any places do educations licences. Another alternative would be to source free 3d models elsewhere but again while I'm still learning I have no idea where to look if someone could point me in the right direction I'll do the rest of the digging. Thanks

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  • Switching VS2010 to use Windows 7.1 SDK

    - by freefallr
    I've used VS2008 on my development machine for some years now, with windows SDK v7.1. I've installed VS2010, and it's using the Windows SDK v7.0a, but I need it to use the Windows 7.1 SDK (which I had installed prior to installing VS2010). When I run the Windows SDK 7.1 configuration tool, to switch the Windows SDK in use, the tool updates for VS2008, but not for VS2010. The message it reports is: "The Windows SDK Configuration Tool has successfully set Windows SDK version v7.1 as the current version for Visual Studio 2008" The configuration tool is installed with the Windows 7.1 SDK and is found here: "C:\Program Files\Microsoft SDKs\Windows\v7.1\Setup\WindowsSdkVer.exe" VS2010 continues to use WSDK 7.0a, which extremely frustrating, as I need to do DirectShow development (so I need to build the baseclasses, which aren't released with 7.0a release of WSDK). Would I be correct in assuming that it's not updating VS2010 settings because VS2010 wasn't installed at the time that I installed Windows 7.1 SDK? Can I fix this manually, or should I uninstall Windows 7.1 SDK, then reinstall it? Any other suggestions / workarounds for this?

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  • Android SDK PATH Error: doesn´t find home directory [migrated]

    - by THeo Oliveira
    I use Ubuntu 12.10 and I tried to follow this guide Install android sdk and eclipse in Ubuntu 12.04 but I keep getting this error: Error: The AVD manager normally uses the user's profile directory to store AVD files. However it failed to find the default profile directory. To fix this, please set the environment variable ANDROID_SDK_HOME to a valid path such as ¨~¨. Any ideas how can I fix this?

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  • 2D game editor with SDK or open format (Windows)

    - by Edward83
    I need 2d editor (Windows) for game like rpg. Mostly important features for me: Load tiles as classes with attributes, for example "tile1 with coordinates [25,30] is object of class FlyingMonster with speed=1.0f"; Export map to my own format (SDK) or open format which I can convert to my own; As good extension feature will be multi-tile brush. I wanna to choose one or many tiles into one brush and spread it on canvas.

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  • Corona SDK: Quality of support and resources?

    - by Nick Wiggill
    I've not used Corona SDK before and am looking into it for a friend. (He is also considering Unity.) I wonder what the support is like for Corona? While Unity has a great many customers and so the Unity team can often not address issues directly, the community at large is very helpful and there are many excellent resources: tutorials, forum posts, code resources. What is Corona like in this regard, and by comparison?

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  • Javascript SDK on Facebook

    - by Eamonn Fox
    I am trying to use the Javascript SDK for Facebook but I keep getting the message : Given URL is not permitted by the application configuration.: One or more of the given URLs is not allowed by the App's settings. It must match the Website URL or Canvas URL, or the domain must be a subdomain of one of the App's domains but I have copied and pasted my canvas URL from the settings section. Anyone any ideas whats up?

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  • Font Anti-Aliasing on iPad SDK

    - by Felix Khazin
    I'm using a custom pixel font on the iPad SDK, and I'm trying to find a way to disable font anti-aliasing for UIFont. Pixel fonts usually work best when they don't have Anti-aliasing. I disable it easily in Photoshop when I create static resources, but this time I need a dynamic output with the custom font. Any ideas? Thanks.

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