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  • How to have SSL on Amazon Elastic Load Balancer with a Gunicorn EC2 server?

    - by Riegie Godwin
    I'm a self taught back end engineer so I'm learning all of this stuff as I go along. For the longest time, I've been using basic authentication for my users. Many developers are advising against this approach since each request will contain the username & password in clear text. Anyone with the right skills can sniff on the connection between my iOS application and my Django/Gunicorn Server and obtain their password. I wouldn't want to put my user's credentials at risk so I would like to implement a more secure way of authentication. SSL seems to be the most viable option. My server doesn't serve any static content or anything crazy of that sort. All the server does is send and receive "json" responses from and to my iOS application. Here is my current topology. iOS application ------ Amazon Elastic Load Balancer ------- EC2 Instances running HTTP Gunicorn. Gunicorn runs on port 8000. I have a CNAME record from GoDaddy for the Amazon Elastic Load Balancer DNS. So instead of using the long DNS to make requests, I just use server.example.com. To interact with my servers I send and receive requests to server.example.com:8000/ This setup works and has been solid. However I need to have a more secure way. I would like to setup SSL between my iOS application and my Elastic Load Balancer. How can I go about doing this? Since I am only sending json responses to my application, do I really need to buy a certificate from a CA or can I create my own? (since browsers will not be interacting with my servers. My servers are only designed to send json responses to my iOS application).

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  • Cisco 350 Bridge vxWorks connecting to IOS

    - by jinanwow
    I have 2 bridges one is a Cisco 350 Bridge with vxWorks as a non-root bridge w/o clients and another Cisco 350 Bridge running IOS set as Root Bridge. It seems no matter what configuration I can't seem to associate the vxworks to the IOS bridge. I have even tried swapping the roles and they still do not communicate. Any ideas how I can make the two connect, I would have upgraded the 350 to IOS as well but it will not upgrade. From my research it appears there is no way for these two devices to communicate but I wanted to be sure of that.

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  • iOS 5.0 AVAudioPlayer Error loading audio clip: The operation couldn’t be completed. (OSStatus error -50.)

    - by Jason Catudal
    So I'm trying to test out the audio player on the iPhone, and I went off Troy Brant's iOS book. I have the Core Audio, Core Foundation, AudioToolbox, and AVFoundation frameworks added to my project. The error message I get is in the subject field. I read like 20 pages of Google search results before resorting to asking here! /sigh. Thanks if you can help. Here's my code, pretty much verbatim out of his book: NSString *soundFilePath = [[NSBundle mainBundle] pathForResource:@"Yonah" ofType:@"caf"]; NSLog(@"%@", soundFilePath); NSURL *fileURL = [NSURL URLWithString:soundFilePath]; NSError *error; audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:fileURL error:&error]; if (!error) { audioPlayer.delegate = self; //audioPlayer.numberOfLoops = -1; [audioPlayer play]; } else { NSLog(@"Error loading audio clip: %@", [error localizedDescription]); } EDIT: Holy Shinto. I figured out what it was. I changed NSURL *fileURL = [NSURL URLWithString:soundFilePath]; to NSURL *fileURL = [NSURL fileURLWithPath:soundFilePath]; to the latter and I was getting a weird error, weirder than the one in the subject BUT I googled that and I changed my OS input device from my webcam to my internal microphone and guess what, it worked under the fileURLWithPath method. I'll be. Damned.

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  • Why does my iOS app crash when trying presentModalViewController?

    - by user555807
    I've been banging my head against this all day, it seems like something simple but I can't figure it out. I've got an iOS app that I created using the "View-based Application" template in XCode. Here is essentially the code I have: AppDelegate.h: #import <UIKit/UIKit.h> @interface AppDelegate : NSObject <UIApplicationDelegate> { UIWindow *window; MainViewController *viewController; } @property (nonatomic, retain) IBOutlet UIWindow *window; @property (nonatomic, retain) IBOutlet MainViewController *viewController; @end AppDelegate.m: #import "AppDelegate.h" #import "MainViewController.h" @implementation AppDelegate @synthesize window, viewController; - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { [self.window addSubview:viewController.view]; [self.window makeKeyAndVisible]; return YES; } - (void)dealloc { [viewController release]; [window release]; [super dealloc]; } @end MainViewController.h: #import <UIKit/UIKit.h> @interface MainViewController : UIViewController { } -(IBAction) button:(id)sender; @end MainViewController.m: #import "MainViewController.h" #import "ModalViewController.h" @implementation MainViewController ... -(IBAction) button:(id)sender { ModalViewController *mvc = [[[ModalViewController alloc] initWithNibName:NSStringFromClass([ModalViewController class]) bundle:nil] autorelease]; [self presentModalViewController:mvc animated:YES]; } @end There's nothing of interest in the ModalViewController. So the modal view should display when the button is pressed. When I press the button, it hangs for a second then crashes back to the home screen with no error message. I am stumped, please show me what I'm doing wrong!

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  • How can I handle unread push notifications in iOS?

    - by Bartserk
    I have a iOS 5.1 application that registers to the APNS service to receive notifications. The register is successful and I receive the notifications correctly. The problem comes when I try to handle the notifications. Once the application is running, the method didReceiveRemoteNotification in the AppDelegate is called correctly and so the notification is handled as intended. This, however, only happens when the application is running on the foreground. However, when the application is running on the background or is simply stopped, that method is not called. I've read that you should add some lines to the method didFinishLaunchingWithOptions method to obtain the notification from the userInfo dictionary, and handle it. This works just fine, but ONLY when the application is opened by clicking on the notification at the Notification Center. This means that if you open the application by clicking on its badge, or simply by changing context if you were running it on the background, the app never realises that a notification came in. Additionally, if more than one notification was received, we can only handle one of them at once by clicking on the Notification Center, which is a pain :-) Is there any way to read the pending notifications in the Notification Center? I know there is a way to flush them using the method cancelAllLocalNotifications but I haven't found a way to just read them. And I really need to handle all of them. I thought of implementing a communication protocol with the third-party notification server to retrieve the information again when the application comes to the foreground, but since the information is already in the operating system I would find it strange if it's impossible to access it somehow. So, does anybody know a way to do it? Thanks in advance.

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  • Rewarding iOS app beta testers with in app purchase?

    - by Partridge
    My iOS app is going to be free, but with additional functionality enabled via in app purchase. Currently beta testers are doing a great job finding bugs and I want to reward them for their hard work. I think the least I can do is give them a full version of the app so that they don't have to buy the functionality themselves. However, I'm not sure what the best way to do this is. There do not appear to be promo codes for in app purchase so I can't just email out promo codes. I have all the tester device UDIDs so when the app launches I could grab the device UDID and compare it to an internal list of 'approved' UDIDs. Is this what other developers do? My concerns: The in app purchase content would not be tied to their iTunes account, so if beta testers move to a new device they would not be able to enable the content unless I released a new build in the app store with their new UDID. So they may have to buy it eventually anyway. Having an internal list leaves a hole for hackers to modify the list and add themselves to it. What would you do?

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  • Correct way to switch between UIView with ARC. My way leads to memory leaks :( (iOS)

    - by Andrei Golubev
    i use xcode 4.4 with ARC on.. I have dynamically created UIViews in the ViewController.m: UIView*myviews[10]; Then in the - (void)viewDidLoad function i fill each of it with pictures i need myviews[viewIndex] = [[UIView alloc]initWithFrame:myrec]; UIImage *testImg; UIImageView * testImgView; testImg = [UIImage imageNamed:[NSString stringWithFormat:@"imgarray%d.png", viewIndex]; testImgView.image = testImg; viewindex++; So all seems to be fine, when i want to jump from one view to another i do with two buttons next: [self.view addSubview:views[viewIndex]]; CATransition *animation = [CATransition animation]; [animation setDelegate:self]; [animation setDuration:1.0f]; [animation setType:@"rippleEffect"]; [animation setSubtype:kCATransitionFromTop]; //[animation setTimingFunction:[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]]; [self.view.layer addAnimation:animation forKey:@"transitionViewAnimation"]; Nothing seems to be bad, but the memory consumption grows with huge speed when i switch between views.. and then i get low memory warning or sometimes application will just crash. I have tried to use UIViewController array and was switching between the controllers: nothing changes, the memory low warning is what i end up with.. Maybe i need to clean the memory somehow? But how? ARC does not allow to use release and so on.. last what i have tried (sorry, maybe not very professional) before to add new subview is this NSArray *viewsToRemove = [self.view subviews]; for (UIView *views in viewsToRemove) { [views removeFromSuperview]; } But this does not help either.. Please don't judge too strong, i am still new to iOS and Objective-c..

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  • How to re-enable the idle timer in ios once it has been disabled (to allow the display to sleep again)?

    - by lindon fox
    I have figured out how to stop an iOS device from going to sleep (see below), but I am having troubles undoing that setting. According to the Apple Documentation, it should just be changing the value of the idleTimerDisabled property. But when I test this, it does not work. This is how I am initially stopping the device from going to sleep: //need to switch off and on for it to work initially [UIApplication sharedApplication].idleTimerDisabled = NO; [UIApplication sharedApplication].idleTimerDisabled = YES; I would have thought that the following would do the trick: [UIApplication sharedApplication].idleTimerDisabled = NO; From the Apple Documentation: The default value of this property is NO. When most applications have no touches as user input for a short period, the system puts the device into a "sleep” state where the screen dims. This is done for the purposes of conserving power. However, applications that don't have user input except for the accelerometer—games, for instance—can, by setting this property to YES, disable the “idle timer” to avert system sleep. Important: You should set this property only if necessary and should be sure to reset it to NO when the need no longer exists. Most applications should let the system turn off the screen when the idle timer elapses. This includes audio applications. With appropriate use of Audio Session Services, playback and recording proceed uninterrupted when the screen turns off. The only applications that should disable the idle timer are mapping applications, games, or similar programs with sporadic user interaction. Has anyone come across this problem? I am testing on iOS6 and iOS5. Thanks in advance.

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  • iPhone app developed with SDK 4.2, requires backward compatibility with iOS 3.1.3 .. easy way?

    - by mrd3650
    I have built an iPhone app with SDK 4.2 however I know also want to make it compatible with iOS 3.1.3. First step was to set the Deployment Target to 3.1.3. It runs fine on the 3.2 Simulator but the app crashes at times since I'm using some methods which are not available in this early SDK. So my qestion is, is there a straight forward way to locate the offending methods/classes I'm using in my project which are not available in 3.1.3 ? (without manually going through each method call and consult with the docs for the SDK availability?) Thanks. UPDATE: I have executed the app on 3.1.3 and attempted to manually test each execution path with the hope of locating all exceptions. This was completed with some level of success. However, what if the application is huge? and there are lots of execution paths? There must be some tool for this scenario. Any thoughts are much appreciated.

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  • What's your advise on a potential legal suit? [closed]

    - by ohho
    I [xxx app developer] received an email from Apple that a developer [of yyy app] believes I am "infringing their copyright." Description of Issue: [xxx developer] copied my application (my application is [yyy]) feature by feature. Even their donation model is completely copied from my application. Their first release was significantly later than mine, which implies copying of the application rather than parallel development. I suffered significant financial losses because of their actions, in additional to promotion problems as many people are confused with their product. My advertising was based around the idea of a "free [yyy] application for an iPhone" and they have just taken that as a title for their application. I would appreciate if someone takes a look at their release schedule and compare it to my releases. Additionally, please take a look at their functionality and how it point by point copies the functionality of my older releases. I am asking Apple to remove their application from the App Store, and ban them from resubmitting it. Thank you for your time! [yyy developer], the developer of the [yyy] application. My response was: The code of [xxx] is written by myself, using Apple public API. The graphics elements are designed by myself. The user interface and app control are independently designed and different from other [similar type] apps (please judge yourself). In-app Purchase is iOS Apple standard API. iAd is Apple iOS standard API. I don't think features can be owned exclusively. In fact, my app comes with fewer features, as I prefer minimalist design. I don't think idea can be owned exclusively. Apple responded: Thank you for your response. Unfortunately, Apple cannot serve as arbiter for disputes among third parties. Please contact [yyy developer] directly regarding your actions. You can reach [yyy developer] through: [...]. We look forward to confirmation from both parties that this issue has been resolved. If this issue is not resolved shortly, Apple may be forced to pull your application(s) from the App Store. Then I sent my response above to [yyy developer]. [yyy developer] then asked me "to provide (my) legal address and contact details that (his) lawyer requires to file a copyright infringement suit." IMO, I don't think the [yyy developer]'s claim on "feature by feature" copy is valid. I have fewer features, completely different user interface design. However, I don't think I can afford a legal action for an app of so little financial return. So what's your advise on this? Should I just let Apple pull my app? Or is there any alternative I can consider? FYI ... UI of [xxx app]: and UI of [yyy app]:

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  • Extra fire simulation on iPad device

    - by Nezam
    I have with me an iOS app for iPad which creates a few fire simulations over a png.Well,its working well exactly how we wanted it but when we are testing it on a device,we get an extra fire simulation.Heres the screen: iPad Simulator: This is how it should display (iPad Simulation) iPad Device: This is how its displaying (iPad Device) M ready to share whichever portion of my code which gets me to my solution once someone gets hit here.Thanks in advance

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  • How to take first step for making 2d games in Xcode [on hold]

    - by josh
    I have 2 years experience in Xcode in business and socials Apps. Now I am going into 2d game development so I want to know that how to take first step for making 2d games in Xcode either using external framework or its native iOS games. Looking for game like angry bird. What are the key points I should keep in mind before jumping into 2d games development. Any suggestion or related helping materials share with me. Thanks.

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  • Ubuntu One and iPad

    - by Martin G Miller
    I have installed the Ubuntu One app for my iPad 3 running iOS 6. It runs and asked to access my pictures folder on the iPad, which I granted. Now it just displays a splash screen for the Ubuntu One but does not seem to be doing anything else. I can't figure out how to get it to see my regular Ubuntu One account that I have had for the last few years and use regularly between various Ubuntu computers I have.

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  • Why does XCode convert PNGs to CgBI format?

    - by Gdeglin
    According to the research done here http://imageoptim.com/tweetbot.html, Xcode's conversion of PNGs to the proprietary Apple CgBI format does not create a noticeable performance improvement. Their claim is that the conversion only reduces PNG loading speed by 1 nanosecond. If this is true, why does apple bother with the CgBI format at all? Has anyone else benchmarked loading CgBI images vs regular PNG images on iOS devices to see if they perform differently?

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  • Is the STL efficient enough for mobile devices?

    - by mx2
    When it comes to mobile game development on iOS and Android NDK, some developers write their own C++ containers, while others claim that STL is more than adequate for mobile game development (For example, the author of iPhone 3D Programming uses STL rather than Objective-C in his examples. His defense is that STL is no slower than Objective-C). Then there are also mobile developers who abandon C++ entirely and develop games entirely (or mostly) in the C language (C89/C90). What are the benefits and drawbacks of each approach?

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  • Can I develop games for mobile platforms in C++?

    - by James Bern
    I have a good grasp in C++ and C and have also experience developing AAA game using C++. Now, I'm shamelessly thinking to dive into mobile game development either in iOS or Android. Unfortunately, I don't know objective-C and java and neither have courage to learn it. So, As above mentioned reason, Is there any possibility to do mobile development in C++ without using any single statement of JAVA and Objective-C ?

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  • Looking for an alternative to GameSalad

    - by Mr_Nizzle
    I have learned the most I could from GameSaldad in a week but now I'm facing one big problem I didn't see at the beginning: You cannot make API/WebServices call from GameSalad. So I am looking for alternatives on 2D game development, iOS or cross-platform, like GameSalad where you can actually make API calls, or web services call to keep track of the game and so on. Or should I go down to Cocos2D, CHIPMUNK?

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  • What's the closest thing to Apple's SpriteKit on Android devices? [on hold]

    - by Krumelur
    I've been playing around with the iOS 7 SpriteKit APIs and I totally love them. As I'm pretty much a n00b on Android, I'm wondering what the best Alternative would be if I wanted to go cross platform? I find Cocos2D learning curve pretty steep, where with SpriteKit it's a matter of minutes to get something on the screen. Then there's MonoGame and Cocos 2D for MonoGame - haven't tried either one I must admit.

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  • Looking for an alternative to GameSalad

    - by Mr_Nizzle
    I have learned the most I could from GameSaldad in a week but now I'm facing one big problem I didn't see at the beginning: You cannot make API/WebServices call from GameSalad. So I am looking for alternatives on 2D game development, iOS or cross-platform, like GameSalad where you can actually make API calls, or web services call to keep track of the game and so on. Or should I go down to Cocos2D, CHIPMUNK?

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  • How do I find the Next Closest Date to today from a list of dates in a Plist on iOS?

    - by user1173823
    Situation: In short, I have a football schedule. I would like to use a custom cell which provides more info for only the next game date in the schedule. Issue: How do I find only the next closest game in the schedule (for iOS)? I've watched the WWDC 2013 video for "Solutions to Common Date and Time Issues" however this primarily applies to the Mac. I've searched numerous posts here and some are close but not what I need to find ONLY the next date from my list of dates in the schedule. From other posts I see where I can compare two specific dates, but this is not what I want to do. I want to find the next closest date that is equal to or after today from a list of dates. This is where I am now. - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { //Populate the table from the plist NSDictionary *season = _schedContentArray[indexPath.section]; NSArray *schedule = season[@"Schedule"]; NSDictionary *game = schedule[indexPath.row]; //find the closest game date after today's date ?? NSString *gameDateStr = game[@"GameDate"]; NSCalendar *calendar = [[NSCalendar alloc] initWithCalendarIdentifier:NSGregorianCalendar]; NSDateFormatter *dateFormatter = [[NSDateFormatter alloc] init]; dateFormatter.calendar=calendar; [dateFormatter setDateFormat:@"MM/dd/yy"]; NSDate *today = [NSDate date]; NSDate *gameDate = [dateFormatter dateFromString:gameDateStr]; //NSString *nextGame = NSLog(@"game date is %@",gameDate); The NSLog returns the game dates (except for the open date): 2013-11-11 16:10:05.979 Clemson Football[24060:70b] game date is 2013-08-31 04:00:00 +0000 2013-11-11 16:10:05.982 Clemson Football[24060:70b] game date is 2013-09-07 04:00:00 +0000 2013-11-11 16:10:05.985 Clemson Football[24060:70b] game date is (null) 2013-11-11 16:10:05.987 Clemson Football[24060:70b] game date is 2013-09-19 04:00:00 +0000 2013-11-11 16:10:05.988 Clemson Football[24060:70b] game date is 2013-09-28 04:00:00 +0000 2013-11-11 16:10:05.990 Clemson Football[24060:70b] game date is 2013-10-05 04:00:00 +0000 2013-11-11 16:10:05.992 Clemson Football[24060:70b] game date is 2013-10-12 04:00:00 +0000 2013-11-11 16:10:05.993 Clemson Football[24060:70b] game date is 2013-10-19 04:00:00 +0000 2013-11-11 16:10:05.995 Clemson Football[24060:70b] game date is 2013-10-26 04:00:00 +0000 2013-11-11 16:10:05.996 Clemson Football[24060:70b] game date is 2013-11-02 04:00:00 +0000 2013-11-11 16:10:05.998 Clemson Football[24060:70b] game date is 2013-11-09 05:00:00 +0000 2013-11-11 16:10:06.000 Clemson Football[24060:70b] game date is 2013-11-14 05:00:00 +0000 2013-11-11 16:10:06.001 Clemson Football[24060:70b] game date is 2013-11-23 05:00:00 +0000 2013-11-11 16:10:06.003 Clemson Football[24060:70b] game date is 2013-11-30 05:00:00 +0000 2013-11-11 16:10:06.005 Clemson Football[24060:70b] game date is 2013-12-07 05:00:00 +0000 Thanks in advance for any assistance you can provide. This seems like it should be simple but has been fairly frustrating. Let me know if you need additional info.

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  • How to directly rotate CVImageBuffer image in IOS 4 without converting to UIImage?

    - by Ian Charnas
    I am using OpenCV 2.2 on the iPhone to detect faces. I'm using the IOS 4's AVCaptureSession to get access to the camera stream, as seen in the code that follows. My challenge is that the video frames come in as CVBufferRef (pointers to CVImageBuffer) objects, and they come in oriented as a landscape, 480px wide by 300px high. This is fine if you are holding the phone sideways, but when the phone is held in the upright position I want to rotate these frames 90 degrees clockwise so that OpenCV can find the faces correctly. I could convert the CVBufferRef to a CGImage, then to a UIImage, and then rotate, as this person is doing: Rotate CGImage taken from video frame However that wastes a lot of CPU. I'm looking for a faster way to rotate the images coming in, ideally using the GPU to do this processing if possible. Any ideas? Ian Code Sample: -(void) startCameraCapture { // Start up the face detector faceDetector = [[FaceDetector alloc] initWithCascade:@"haarcascade_frontalface_alt2" withFileExtension:@"xml"]; // Create the AVCapture Session session = [[AVCaptureSession alloc] init]; // create a preview layer to show the output from the camera AVCaptureVideoPreviewLayer *previewLayer = [AVCaptureVideoPreviewLayer layerWithSession:session]; previewLayer.frame = previewView.frame; previewLayer.videoGravity = AVLayerVideoGravityResizeAspectFill; [previewView.layer addSublayer:previewLayer]; // Get the default camera device AVCaptureDevice* camera = [AVCaptureDevice defaultDeviceWithMediaType:AVMediaTypeVideo]; // Create a AVCaptureInput with the camera device NSError *error=nil; AVCaptureInput* cameraInput = [[AVCaptureDeviceInput alloc] initWithDevice:camera error:&error]; if (cameraInput == nil) { NSLog(@"Error to create camera capture:%@",error); } // Set the output AVCaptureVideoDataOutput* videoOutput = [[AVCaptureVideoDataOutput alloc] init]; videoOutput.alwaysDiscardsLateVideoFrames = YES; // create a queue besides the main thread queue to run the capture on dispatch_queue_t captureQueue = dispatch_queue_create("catpureQueue", NULL); // setup our delegate [videoOutput setSampleBufferDelegate:self queue:captureQueue]; // release the queue. I still don't entirely understand why we're releasing it here, // but the code examples I've found indicate this is the right thing. Hmm... dispatch_release(captureQueue); // configure the pixel format videoOutput.videoSettings = [NSDictionary dictionaryWithObjectsAndKeys: [NSNumber numberWithUnsignedInt:kCVPixelFormatType_32BGRA], (id)kCVPixelBufferPixelFormatTypeKey, nil]; // and the size of the frames we want // try AVCaptureSessionPresetLow if this is too slow... [session setSessionPreset:AVCaptureSessionPresetMedium]; // If you wish to cap the frame rate to a known value, such as 10 fps, set // minFrameDuration. videoOutput.minFrameDuration = CMTimeMake(1, 10); // Add the input and output [session addInput:cameraInput]; [session addOutput:videoOutput]; // Start the session [session startRunning]; } - (void)captureOutput:(AVCaptureOutput *)captureOutput didOutputSampleBuffer:(CMSampleBufferRef)sampleBuffer fromConnection:(AVCaptureConnection *)connection { // only run if we're not already processing an image if (!faceDetector.imageNeedsProcessing) { // Get CVImage from sample buffer CVImageBufferRef cvImage = CMSampleBufferGetImageBuffer(sampleBuffer); // Send the CVImage to the FaceDetector for later processing [faceDetector setImageFromCVPixelBufferRef:cvImage]; // Trigger the image processing on the main thread [self performSelectorOnMainThread:@selector(processImage) withObject:nil waitUntilDone:NO]; } }

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  • iPhone 4 activation trouble, after iOS 6 beta installed

    - by Andrey Sapunov
    I have installed iOS 6 beta, when it was released, in this summer. Yesterday, I have a screen on my iPhone, that activation is required. But, it is impossible to activate, because "servers is unaviable". Apple.... :( https://discussions.apple.com/message/19837016?tstart=0#19837016?tstart=0 I have a lot of data, on my iPhone, I want to keep. Maybe, anybody know the solution of just activate iPhone, or I need to reinstall iOS by iTunes?

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  • What's new in Xamarin and iOS7 - webinar

    - by Wallym
    I recently did an online webinar regarding the new iOS7 and Xamarin.  In it, I covered the basics of what is new in iOS7 along with what is new in Xamarin's developer platform.  Please take some time and view this webinar.  The items that were covered include:What's new in iOS7.The XCode Design Surface.An example showing new iOS7 View Animations.What's new with Xamarin and async, await, and HttpClient.A demo of Razor Templating.The Xamarin.iOS Plugin for Visual Studio.  ** The video only works in Windows.  I don't control the content, so I have to go with what I am given. :-( **

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  • Marketing iOS games (and other mobile platforms)

    - by MrDatabase
    I'd like to market my existing and/or upcoming mobile games. Specifically I want to have a "revenue sharing" agreement w/ the "marketing company"... i.e. I don't want to pay anything up front... and I'm will to give the marketing company a sizable chunk of the revenue (say up to 50%). Is a publisher the only entity that does this? Or do marketing companies exist that would be interested in this type of arrangement?

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  • Visual Programming paradigms

    - by Rego
    As the number of "visual" OS's such as Android, iOS and the promised Windows 8 are becoming more popular, it does not seem to me that we programmers have new ways to code using these new technologies, due to a possible lack in new visual programming languages paradigms. I've seen several discussions about incompatibilities between the current coding development environment, and the new OS approaches from Windows 8, Android and other tablets OS's. I mean, today if we have a new tablet, it's almost a requirement for coding, to have, for instance, an external keyboard (due it seems to me it's very difficult to program using the touch screen), exactly because the coding assistance is not conceived to "write" thousands of lines of code. So, how advanced should be the "new" visual programming languages paradigms? Which characteristics these new paradigms would be required?

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