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  • xcode linker error on iPhone app (Only on simulator)

    - by RexOnRoids
    Im getting this linker error that won't let me compile. It only happens on the simulator. KEY POINTS: - Happens only in simulator - Similar to THIS question, but found no FRAMEWORK_SEARCH_PATHS in my .pbxproj file - Though my OS is 10.6.2, I had to build target 1.5 to avoid other linker errors - libxml2.dylib IS required and is in my Frameworks group - The other cited libraries I have never heard of. - Tried bringing in those other Libs under frameworks, didn't solve. Build SpaceTweet of project SpaceTweet with configuration Debug Ld build/Debug-iphonesimulator/SpaceTweet.app/SpaceTweet normal i386 cd "/Users/Scott/Desktop/iPhone Dev/SpaceTweet(Experimental)" setenv MACOSX_DEPLOYMENT_TARGET 10.5 setenv PATH "/Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin:/Developer/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin" /Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin/gcc-4.2 -arch i386 -isysroot /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.1.3.sdk "-L/Users/Scott/Desktop/iPhone Dev/SpaceTweet(Experimental)/build/Debug-iphonesimulator" -L/Users/Scott/Desktop "-L/Users/Scott/Desktop/iPhone Dev/SpaceTweet(Experimental)/../../libYAJLIPhone-0" -L/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.0.sdk/usr/lib -L/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.1.3.sdk/usr/lib -L/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.0.sdk/usr/lib "-F/Users/Scott/Desktop/iPhone Dev/SpaceTweet(Experimental)/build/Debug-iphonesimulator" -filelist "/Users/Scott/Desktop/iPhone Dev/SpaceTweet(Experimental)/build/SpaceTweet.build/Debug-iphonesimulator/SpaceTweet.build/Objects-normal/i386/SpaceTweet.LinkFileList" -mmacosx-version-min=10.5 -framework Foundation -framework UIKit -framework CoreGraphics -framework AVFoundation -framework MessageUI -lYAJLIPhone -lxml2 -o "/Users/Scott/Desktop/iPhone Dev/SpaceTweet(Experimental)/build/Debug-iphonesimulator/SpaceTweet.app/SpaceTweet" ld: warning: in /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.0.sdk/usr/lib/libxml2.dylib, missing required architecture i386 in file ld: warning: in /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.0.sdk/usr/lib/libSystem.dylib, missing required architecture i386 in file ld: in /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.0.sdk/usr/lib/libobjc.A.dylib, missing required architecture i386 in file collect2: ld returned 1 exit status Command /Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin/gcc-4.2 failed with exit code 1 CLUE: Again, MY question is very similar to THIS SOLVED QUESTION except that in my case I did NOT find a FRAMEWORK_SEARCH_PATHS entry in the .pbxproj file in my project bundle and thus could not solve in the manner in which that question was solved.

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  • iPhone app linker error on Snow Leopard (Only on simulator)

    - by RexOnRoids
    Im getting this linker error that won't let me compile. It only happens on the simulator. NOTE: - OSX 10.6.2 but had to use 10.5 as build target to avoid other linker errors - libxml2.dylib IS required and is in my Frameworks group - The other cited libraries I have never heard of. - Tried bringing in those other Libs under frameworks, didn't solve. Build SpaceTweet of project SpaceTweet with configuration Debug Ld build/Debug-iphonesimulator/SpaceTweet.app/SpaceTweet normal i386 cd "/Users/Scott/Desktop/iPhone Dev/SpaceTweet(Experimental)" setenv MACOSX_DEPLOYMENT_TARGET 10.5 setenv PATH "/Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin:/Developer/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin" /Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin/gcc-4.2 -arch i386 -isysroot /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.1.3.sdk "-L/Users/Scott/Desktop/iPhone Dev/SpaceTweet(Experimental)/build/Debug-iphonesimulator" -L/Users/Scott/Desktop "-L/Users/Scott/Desktop/iPhone Dev/SpaceTweet(Experimental)/../../libYAJLIPhone-0" -L/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.0.sdk/usr/lib -L/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.1.3.sdk/usr/lib -L/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.0.sdk/usr/lib "-F/Users/Scott/Desktop/iPhone Dev/SpaceTweet(Experimental)/build/Debug-iphonesimulator" -filelist "/Users/Scott/Desktop/iPhone Dev/SpaceTweet(Experimental)/build/SpaceTweet.build/Debug-iphonesimulator/SpaceTweet.build/Objects-normal/i386/SpaceTweet.LinkFileList" -mmacosx-version-min=10.5 -framework Foundation -framework UIKit -framework CoreGraphics -framework AVFoundation -framework MessageUI -lYAJLIPhone -lxml2 -o "/Users/Scott/Desktop/iPhone Dev/SpaceTweet(Experimental)/build/Debug-iphonesimulator/SpaceTweet.app/SpaceTweet" ld: warning: in /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.0.sdk/usr/lib/libxml2.dylib, missing required architecture i386 in file ld: warning: in /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.0.sdk/usr/lib/libSystem.dylib, missing required architecture i386 in file ld: in /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.0.sdk/usr/lib/libobjc.A.dylib, missing required architecture i386 in file collect2: ld returned 1 exit status Command /Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin/gcc-4.2 failed with exit code 1

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  • Why do I get "file is not of required architecture" when I try to build my app on an iphone?

    - by Dale
    My app seemingly runs fine in the simulator but the first time I hooked a phone up to my system and had it build for it I got a huge error log with things like: Build SCCUI of project SCCUI with configuration Debug CompileXIB HandleAlert.xib cd /Users/gdbriggs/Desktop/SCCUI setenv IBC_MINIMUM_COMPATIBILITY_VERSION 3.1 setenv PATH "/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin:/Developer/usr /bin:/usr/bin:/bin:/usr/sbin:/sbin" /Developer/usr/bin/ibtool --errors --warnings --notices --output-format human-readable-text --compile /Users/gdbriggs/Desktop/SCCUI/build/Debug-iphoneos/SCCUI.app/HandleAlert.nib /Users/gdbriggs/Desktop/SCCUI/HandleAlert.xib /* com.apple.ibtool.document.warnings */ /Users/gdbriggs/Desktop/SCCUI/HandleAlert.xib:13: warning: UITextView does not support data detectors when the text view is editable. Ld build/Debug-iphoneos/SCCUI.app/SCCUI normal armv6 cd /Users/gdbriggs/Desktop/SCCUI setenv IPHONEOS_DEPLOYMENT_TARGET 3.1 setenv MACOSX_DEPLOYMENT_TARGET 10.5 setenv PATH "/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin:/Developer/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin" /Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/gcc-4.2 -arch armv6 -isysroot /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.1.sdk -L/Users/gdbriggs/Desktop/SCCUI/build/Debug-iphoneos -F/Users/gdbriggs/Desktop/SCCUI/build/Debug-iphoneos -F/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.1.sdk/System/Library/Frameworks -filelist /Users/gdbriggs/Desktop/SCCUI/build/SCCUI.build/Debug-iphoneos/SCCUI.build/Objects-normal/armv6/SCCUI.LinkFileList -mmacosx-version-min=10.5 -dead_strip -miphoneos-version-min=3.1 -framework Foundation -framework UIKit -framework CoreGraphics -framework MessageUI -o /Users/gdbriggs/Desktop/SCCUI/build/Debug-iphoneos/SCCUI.app/SCCUI ld: warning: in /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.1.sdk/System/Library/Frameworks/Foundation.framework/Foundation, file is not of required architecture ld: warning: in /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.1.sdk/System/Library/Frameworks/UIKit.framework/UIKit, file is not of required architecture ld: warning: in /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.1.sdk/System/Library/Frameworks/CoreGraphics.framework/CoreGraphics, file is not of required architecture ld: warning: in /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.1.sdk/System/Library/Frameworks/MessageUI.framework/MessageUI, file is not of required architecture Undefined symbols: "_OBJC_CLASS_$_UIDevice", referenced from: __objc_classrefs__DATA@0 in SCAuthenticationHandler.o "_OBJC_CLASS_$_NSString", referenced from: __objc_classrefs__DATA@0 in CCProxy.o __objc_classrefs__DATA@0 in AlertSummaryViewController.o __objc_classrefs__DATA@0 in HomeLevelController.o __objc_classrefs__DATA@0 in SCAuthenticationHandler.o __objc_classrefs__DATA@0 in SCRequestHandler.o "_UIApplicationMain", referenced from: _main in main.o "_objc_msgSend", referenced from: _main in main.o _main in main.o _main in main.o -[SCCUIAppDelegate applicationDidFinishLaunching:] in and it just keeps going. At / near the bottom it says: ld: symbol(s) not found collect2: ld returned 1 exit status What am I doing wrong?

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  • iPhone developer cert not associating with Provisioning Profiles

    - by baudot
    I'm seeing the dreaded "Code Sign error: The identity 'iPhone Developer' doesn't match any valid certificate/private key pair in the default keychain" error. Strange, as it used to work. Not sure what changed. A few of the symptoms I've noticed beyond this: In the project info, for Code Signing Identity, instead of saying "iPhone Developer: My Name Here", it only says "iPhone Developer", followed by a list of grayed out Provisioning Profiles with the error message "profile doesn't match any valid certificate/private key pair in the keychain." In the organizer, if I click the "Developer Profile" sidebar entry, it shows one entry in the "Identities" pane, "iPhone Distribution: My Name Here". However, no profiles show in the Provisioning Profiles pane. In the organizer, if I click the "Provisioning Profiles" sidebar entry, for each of the profiles there it reports "A valid signing identity matching this profile could not be found in your keychain." I've tried a handful of the usual folk cures for this ailment, without success so far, such as: Cleared my old keypairs and expired developer identity cert out of the keychain. Deleted my old developer profile, created a new one, and regenerated the provisioning profile after. Reconfirmed: The App ID on the provisioning portal for this app is a pure wildcard ID. (The "Bundle Identifier" in the info.plist is just the appname, no reversed domain prefix.) Restored my iPhone. Overstalled the latest version of Xcode.

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  • Complete removal of Oracle Developer Suite 10g from Windows XP (SP3)

    - by user66205
    Does anyone know how to remove/uninstall Oracle Developer Suite 10g from Windows XP (SP3) ? It's not appearing in the "Add or Remove Programs" list and it doesn't have a built-in uninstaller. I've googled around for how to do this, and basically, everyone says to run the Oracle Universal Installer shipped with every Oracle product. I've tried to run it from the Oracle Developer Suite 10g installation kit, but it crashes. Anyone got any ideas?

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  • Complete removal of Oracle Developer Suite 10g from Windows XP (SP3)

    - by user69621
    Does anyone know how to remove/uninstall Oracle Developer Suite 10g from Windows XP (SP3) ? It's not appearing in the "Add or Remove Programs" list and it doesn't have a built-in uninstaller. I've googled around for how to do this, and basically, everyone says to run the Oracle Universal Installer shipped with every Oracle product. I've tried to run it from the Oracle Developer Suite 10g installation kit, but it crashes. Anyone got any ideas?

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  • Complete removal of Oracle Developer Suite 10g from Windows XP (SP3)

    - by user66205
    Does anyone know how to remove/uninstall Oracle Developer Suite 10g from Windows XP (SP3) ? It's not appearing in the "Add or Remove Programs" list and it doesn't have a built-in uninstaller. I've googled around for how to do this, and basically, everyone says to run the Oracle Universal Installer shipped with every Oracle product. I've tried to run it from the Oracle Developer Suite 10g installation kit, but it crashes. Anyone got any ideas?

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  • Test Driven Development (TDD) in Visual Studio 2010- Microsoft Mondays

    - by Hosam Kamel
    November 14th , I will be presenting at Microsoft Mondays a session about Test Driven Development (TDD) in Visual Studio 2010 . Microsoft Mondays is program consisting of a series of Webcasts showcasing various Microsoft products and technologies. Each Monday we discuss a particular topic pertaining to development, infrastructure, Office tools, ERP, client/server operating systems etc. The webcast will be broadcast via Lync and can viewed from a web client. The idea behind the “Microsoft Mondays” program is to help you become more proficient in the products and technologies that you use and help you utilize their full potential.   Test Driven Development in Visual Studio 2010 Level – 300 (  Intermediate – Advanced ) Test Driven Development (TDD), also frequently referred to as Test Driven Design, is a development methodology where developers create software by first writing a unit test, then writing the actual system code to make the unit test pass.  The unit test can be viewed as a small specification around how the system should behave; writing it first helps the developer to focus on only writing enough code to make the test pass, thereby helping ensure a tight, lightweight system which is specifically focused meeting on the documented requirements. TDD follows a cadence of “Red, Green, Refactor.” Red refers to the visual display of a failing test – the test you write first will not pass because you have not yet written any code for it. Green refers to the step of writing just enough code in your system to make your unit test pass – your test runner’s UI will now show that test passing with a green icon. Refactor refers to the step of refactoring your code so it is tighter, cleaner, and more flexible. This cycle is repeated constantly throughout a TDD developer’s workday. Date:   November 14, 2011 Time:  10:00 a.m. – 11:00 a.m. (GMT+3)  http://www.eventbrite.com/event/2437620990/efbnen?ebtv=F   See you there! Hosam Kamel Originally posted at

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  • New TFS Template Available - "Agile Dev in a Waterfall Environment"–GovDev

    - by Hosam Kamel
      Microsoft Team Foundation Server (TFS) 2010 is the collaboration platform at the core of Microsoft’s application lifecycle management solution. In addition to core features like source control, build automation and work-item tracking, TFS enables teams to align projects with industry processes such as Agile, Scrum and CMMi via the use of customable XML Process Templates. Since 2005, TFS has been a welcomed addition to the Microsoft developer tool line-up by Government Agencies of all sizes and missions. However, many government development teams consistently struggle with leveraging an iterative development process all while providing the structure, visibility and status reporting that is required by many Government, waterfall-centric, project methodologies. GovDev is an open source, TFS Process Template that combines the formality of CMMi/Waterfall with the flexibility of Agile/Iterative: The GovDev for TFS Accelerator also implements two new custom reports to support the customized process and provide the real-time visibility across the lifecycle with full traceability and drill down to tasks, tests and code: The TFS Accelerator contains: A custom TFS process template that implements a requirements centric, yet iterative process with extreme traceability throughout the lifecycle. A custom “Requirements Traceability Report” that provides a single view of traceability for the project.   Within the Traceability Report, you can also view live status indicators and “click-through” to the individual assets (even changesets). A custom report that focuses on “Contributions by Team Member” tracking things like “number of check-ins” and “Net lines added”.  Fully integrated documentation on the entire process and features. For a 45min demo of GovDev, visit: https://msevents.microsoft.com/CUI/EventDetail.aspx?EventID=1032508359&culture=en-us Download it from Codeplex here.     Originally posted at "Hosam Kamel| Developer & Platform Evangelist" http://blogs.msdn.com/hkamel

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  • Click No Browse: How to Navigate Objects Without Opening Them

    - by thatjeffsmith
    Oracle SQL Developer by default automatically opens the object editor when you click on an object in your connection tree or schema browser. For most folks this is very convenient. But if you are selecting objects to drag them to a model or to the worksheet, this can get annoying as the focus of the screen changes when you don’t want it to. The other scenario this feature might disrupt more than delight is when you want to click around the database in the tree and every time you click on an object, the object editor automatically changes to the selected object. You can disable this automatic browsing behavior in SQL Developer by modifying this preference: Tools Preferences Database ObjectViewer Open Object on Single Click Disable this if you don’t want an object to open when you click on it OK, I do realize my description of the problem may have confused the heck out of you just now. So instead of more words, how about a couple of animations of the object-click behavior with the option ON and OFF? Preference Disabled Click, no open. Double click, open. Preference Enabled (Default) As you click on objects, they are automatically opened

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  • Including BLOB images in your PDF Reports

    - by thatjeffsmith
    Earlier this year we walked through how to work with BLOBs in Oracle SQL Developer. So you already know how to INSERT, UPDATE and view the BLOBs stored in your tables. But now I want to show you how to include those images in your PDF reports. You know how to work with SQL Developer reports, right? No? OK, let’s do a quick run down memory lane then: How to Build a Bar Chart Child reports – click on parent record for on-the-fly children records Alright, so if you have a GRID report that contains a BLOB column, you have the option of including the BLOB contents when you create a PDF export: At design time, specify how you want the BLOB content to be treated when you export to PDF Note that you must specify the treatment of the BLOBs in the report design. You won’t be prompted when you launch the Export wizard dialog. When you open your PDF, there will be a link to the image. Click it. Click then confirm. It will launch the default image viewer on your machine. I hope your pictures are more excited than mine.

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  • Developer hardware autonomy in a managed desktop environment [closed]

    - by Troy Hunt
    I’m looking for some feedback on how developer PCs are managed within environments that have a strict managed desktop policy (normally large corporations). For example, many corporate environments control the installation of software and the deployment of patches and virus updates through a centralised channel. This usually means also dictating the OS version and architecture (32 bit versus 64 bit) which will likely also mean standardised hardware configurations. I’m particularly interested in feedback from developers who work in this sort of environment but have a high degree of autonomy over their machines. This might mean choosing your own hardware vendor, OS type and version and perhaps how the machines are built and maintained. I have several specific questions: How do you satisfy the needs of security, governance etc whilst maintaining your autonomy? For example, how do you address concerns about keeping virus definitions and OS patches up to date? Do you have a process for gaining exemption from standard desktop builds and if so, what do you need to demonstrate in order to get this? How have you justified this need to the decision makers? Essentially, what is the benefit to your role as a developer by having this degree of autonomy? Thanks very much everyone. Update: There's a great post from Jean-Paul Boodhoo which addresses the developer tool component of the quesiton here: http://blog.jpboodhoo.com/TheFallacyOfTheStandardizedDeveloperMachineimage.aspx

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  • T4 Template error - Assembly Directive cannot locate referenced assembly in Visual Studio 2010 proje

    - by CodeSniper
    I ran into the following error recently in Visual Studio 2010 while trying to port Phil Haack’s excellent T4CSS template which was originally built for Visual Studio 2008.   The Problem Error Compiling transformation: Metadata file 'dotless.Core' could not be found In “T4 speak”, this simply means that you have an Assembly directive in your T4 template but the T4 engine was not able to locate or load the referenced assembly. In the case of the T4CSS Template, this was a showstopper for making it work in Visual Studio 2010. On a side note: The T4CSS template is a sweet little wrapper to allow you to use DotLessCss to generate static .css files from .less files rather than using their default HttpHandler or command-line tool.    If you haven't tried DotLessCSS yet, go check it out now!  In short, it is a tool that allows you to templatize and program your CSS files so that you can use variables, expressions, and mixins within your CSS which enables rapid changes and a lot of developer-flexibility as you evolve your CSS and UI. Back to our regularly scheduled program… Anyhow, this post isn't about DotLessCss, its about the T4 Templates and the errors I ran into when converting them from Visual Studio 2008 to Visual Studio 2010. In VS2010, there were quite a few changes to the T4 Template Engine; most were excellent changes, but this one bit me with T4CSS: “Project assemblies are no longer used to resolve template assembly directives.” In VS2008, if you wanted to reference a custom assembly in your T4 Template (.tt file) you would simply right click on your project, choose Add Reference and select that assembly.  Afterwards you were allowed to use the following syntax in your T4 template to tell it to look at the local references: <#@ assembly name="dotless.Core.dll" #> This told the engine to look in the “usual place” for the assembly, which is your project references. However, this is exactly what they changed in VS2010.  They now basically sandbox the T4 Engine to keep your T4 assemblies separate from your project assemblies.  This can come in handy if you want to support different versions of an assembly referenced both by your T4 templates and your project. Who broke the build?  Oh, Microsoft Did! In our case, this change causes a problem since the templates are no longer compatible when upgrading to VS 2010 – thus its a breaking change.  So, how do we make this work in VS 2010? Luckily, Microsoft now offers several options for referencing assemblies from T4 Templates: GAC your assemblies and use Namespace Reference or Fully Qualified Type Name Use a hard-coded Fully Qualified UNC path Copy assembly to Visual Studio "Public Assemblies Folder" and use Namespace Reference or Fully Qualified Type Name.  Use or Define a Windows Environment Variable to build a Fully Qualified UNC path. Use a Visual Studio Macro to build a Fully Qualified UNC path. Option #1 & 2 were already supported in Visual Studio 2008, so if you want to keep your templates compatible with both Visual Studio versions, then you would have to adopt one of these approaches. Yakkety Yak, use the GAC! Option #1 requires an additional pre-build step to GAC the referenced assembly, which could be a pain.  But, if you go that route, then after you GAC, all you need is a simple type name or namespace reference such as: <#@ assembly name="dotless.Core" #> Hard Coding aint that hard! The other option of using hard-coded paths in Option #2 is pretty impractical in most situations since each developer would have to use the same local project folder paths, or modify this setting each time for their local machines as well as for production deployment.  However, if you want to go that route, simply use the following assembly directive style: <#@ assembly name="C:\Code\Lib\dotless.Core.dll" #> Lets go Public! Option #3, the Visual Studio Public Assemblies Folder, is the recommended place to put commonly used tools and libraries that are only needed for Visual Studio.  Think of it like a VS-only GAC.  This is likely the best place for something like dotLessCSS and is my preferred solution.  However, you will need to either use an installer or a pre-build action to copy the assembly to the right folder location.   Normally this is located at:  C:\Program Files (x86)\Microsoft Visual Studio 10.0\Common7\IDE\PublicAssemblies Once you have copied your assembly there, you use the type name or namespace syntax again: <#@ assembly name="dotless.Core" #> Save the Environment! Option #4, using a Windows Environment Variable, is interesting for enterprise use where you may have standard locations for files, but less useful for demo-code, frameworks, and products where you don't have control over the local system.  The syntax for including a environment variable in your assembly directive looks like the following, just as you would expect: <#@ assembly name="%mypath%\dotless.Core.dll" #> “mypath” is a Windows environment variable you setup that points to some fully qualified UNC path on your system.  In the right situation this can be a great solution such as one where you use a msi installer for deployment, or where you have a pre-existing environment variable you can re-use. OMG Macros! Finally, Option #5 is a very nice option if you want to keep your T4 template’s assembly reference local and relative to the project or solution without muddying-up your dev environment or GAC with extra deployments.  An example looks like this: <#@ assembly name="$(SolutionDir)lib\dotless.Core.dll" #> In this example, I’m using the “SolutionDir” VS macro so I can reference an assembly in a “/lib” folder at the root of the solution.   This is just one of the many macros you can use.  If you are familiar with creating Pre/Post-build Event scripts, you can use its dialog to look at all of the different VS macros available. This option gives the best solution for local assemblies without the hassle of extra installers or other setup before the build.   However, its still not compatible with Visual Studio 2008, so if you have a T4 Template you want to use with both, then you may have to create multiple .tt files, one for each IDE version, or require the developer to set a value in the .tt file manually.   I’m not sure if T4 Templates support any form of compiler switches like “#if (VS2010)”  statements, but it would definitely be nice in this case to switch between this option and one of the ones more compatible with VS 2008. Conclusion As you can see, we went from 3 options with Visual Studio 2008, to 5 options (plus one problem) with Visual Studio 2010.  As a whole, I think the changes are great, but the short-term growing pains during the migration may be annoying until we get used to our new found power. Hopefully this all made sense and was helpful to you.  If nothing else, I’ll just use it as a reference the next time I need to port a T4 template to Visual Studio 2010.  Happy T4 templating, and “May the fourth be with you!”

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  • Installing Ajax Control Toolkit in Visual Studio 2010

    - by nannette
    I needed to install the Ajax Control Toolkit for Visual Studio 2010 4.0 Framework, so I googled "install ajax control toolkit visual studio 2010" and found this step by step guide: http://www.asp.net/ajaxlibrary/act.ashx It installed perfectly for me the first time, so I'd recommend following the above link. There were just a few steps and voila! I'm including this link here, because a in February 2008, I posted a blog for installing the toolkit in Visual Web Developer. http://weblogs.asp.net/nannettethacker...(read more)

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  • What would a start-to-finish development procedure would look like?

    - by Tom Busby
    I have a problem that my developer friends share. We recently left university and find ourselves either end up working for a firm which already has good procedures (TDD, automated testing, proper agile development, etc) or working for a firm which doesn't. I want to learn some of these vital skills and get a grip on what a complete start-to-finish development procedure would look like. What differences would be between a smaller project, and a long term project with many team members.

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  • Why Mac OS X is referred to as the developer's OS? [closed]

    - by dbramhall
    Possible Duplicate: Why do programmers use or recommend Mac OS X? I have heard people referring to Mac OS X as the 'developer's operating system' and I was wondering why? I have been using Mac OS X for years but I only see Mac OS X as a developer's OS if the developer tools are installed, without them it's not really a developer's OS. Also, the Terminal is obviously a huge plus for developers but is this it?

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  • If incentive pay is considered harmful, what are the other options? [closed]

    - by Ricardo Cardona Ramirez
    Possible Duplicate: What kind of innovative non-cash financial benefits do I offer to my developers to retain them along with a competitive salary? I recently read about incentive payments and their consequences. In our company we have a bonus according to the developer's performance, but it has brought many problems, such as those described in the article. If the subsidies are damaging, what choice do we have?

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  • What are the tools used by modern desktop/"native" application developers? [closed]

    - by kunjaa
    Besides the usual editor and debugger, what do the modern desktop (windows and linux) application developers use for their development. I am more interested in profilers, code analyzers, memory analyzers, packaging tools, GUI frameworks, libraries and any other handy tools and secrets that you couldnt live without. For example, as a web application developer, I have my Firebug and its extensions, Wireshark, jQuery and its extensions, client side and server side mvc frameworks, selenium tests, jsfiddle etc. Edit : Ok let us constrain this by saying you are using C++

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  • What makes a good software developer? [closed]

    - by David Johnstone
    Previously there have been questions on what makes a good team lead and what makes a good programming team, but I can't find any questions on what makes a good programmer. I believe the answer to this question is especially important in the context of hiring. Hiring the best people you can afford only works when you are able to identify who the best people are. Being able to consistently identify the best people is only possible when you know what makes the best people the best people. The easy answer is "smart and gets things done" (see "Done, and Gets Things Smart" for an interesting response). But surely there is more to being a good software developer than this aphorism. So, what makes a good software developer a good software developer? (Note: For the purposes of this question, I'm not interested in how to actually tell if somebody is a good software developer.)

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  • Interview questions for an Android developer

    - by John
    I'm a Python and iPhone developer, with some previous C# experience. I've been asked to do an initial screen of some candidates so someone with more experience in Android is going to be following up. I did some searching on Stackoverflow and Google but wasn't able to find a good list of interview questions for an Android developer. Does anyone have suggestions for questions for a mid-level developer?

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  • Good book for a software developer doing part-time (Linux) system administration work

    - by Tony Meyer
    In many smaller organisations, developers often end up doing some system administration work (for obvious reasons). A lot of the time, they have great developer skills, but few system administration skills (perhaps all self-taught), and so have to learn as they go, which is fairly inefficient. Are there canonical (or simply great) books that would help in this situation? More advanced than just using a shell (presumably a developer can do that), but not aimed at someone that hopes to spend many years doing this work. Ideally, something fairly generic (although specific to a distribution would be OK), covering databases, networking, general maintenance, etc, not just one specific task. For the most part, I'm interested in shell-based work (i.e. no GUI installed), although if there's something outstanding I'm missing, please point it out. (As an analogy, replace "system administration" with C, and I'd want K&R, with C++ and I'd want Meyers' "Effective C++").

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  • Facebook Developer ToolKit: How should I construct this app?

    - by j0nscalet
    I have created a simple desktop application that I want to use to post status updates for the users of my app. Here's the kicker though that I am having trouble figuring out, the desktop application runs as part of a batch process every night, in which I update the status of certain users. I use the following code to accomplish this: (comes directly from the FDK samples) public FriendViewer() { InitializeComponent(); facebookService1.ApplicationKey = "Key"; facebookService1.Secret = "Secret"; facebookService1.SessionKey = "Session key"; facebookService1.IsDesktopApplication = true; } private void TestService_Load(object sender, EventArgs e) { try { if (!facebookService1.API.users.hasAppPermission(facebook.Types.Enums.Extended_Permissions.status_update)) facebookService1.GetExtendedPermission(facebook.Types.Enums.Extended_Permissions.status_update); if (!facebookService1.API.users.hasAppPermission(facebook.Types.Enums.Extended_Permissions.offline_access)) facebookService1.GetExtendedPermission(facebook.Types.Enums.Extended_Permissions.offline_access); long uid = facebookService1.users.getLoggedInUser(); facebook.Schema.user user = facebookService1.users.getInfo(uid); facebookService1.users.setStatus("Facebook Syndicator rules!"); MessageBox.Show(String.Format("Status set for {0} {1}", user.first_name, user.last_name)); } catch (Exception ex) { MessageBox.Show(ex.Message); Close(); } } My user's day to day activity is done a website front end. Since I dont have any user interaction in a nightly batch process, I cannot use the ConnectToFaceBook method on the FaceBookService to obtain a sessionKey for the user. Ideally I would like to prompt for authorization and extended permissions for my desktop app when a user logins into the web front end then save the sessionKey and uid in the database. At night when my process runs, I would reference the sessionKey and uid in order and update the user's status. I am finding myself fumbling between whether or not my app should be a web or desktop app. Having both a web and desktop app would be confusing to my users, because they would have to grant/manage permissions for both apps. And I looking at this the wrong way? Any help would be greatly appreciated! Thanks.

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  • Ideal Multi-Developer Lamp Stack?

    - by devians
    I would like to build an 'ideal' lamp development stack. Dual Server (Virtualised, ESX) Apache / PHP on one, Databases (MySQL, PgSQL, etc) on the other. User (Developer) Manageable mini environments, or instance. Each developer instance shares the top level config (available modules and default config etc) A developer should have control over their apache and php version for each project. A developer might be able to change minor settings, ie magicquotes on for legacy code. Each project would determine its database provider in its code The idea is that it is one administrate-able server that I can control, and provide globally configured things like APC, Memcached, XDebug etc. Then by moving into subsets for each project, i can allow my users to quickly control their environments for various projects. Essentially I'm proposing the typical system of a developer running their own stack on their own machine, but centralised. In this way I'd hope to avoid problems like Cross OS code problems, database inconsistencies, slightly different installs producing bugs etc. I'm happy to manage this in custom builds from source, but if at all possible it would be great to have a large portion of it managed with some sort of package management. We typically use CentOS, so yum? Has anyone ever built anything like this before? Is there something turnkey that is similar to what I have described? Are there any useful guides I should be reading in order to build something like this?

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  • 11415 compile errors FTW?!

    - by Koning Baard
    Hello. This is something I've really never seen but, I downloaded the source code of the sine wave example at http://www.audiosynth.com/sinewavedemo.html . It is in an old Project Builder Project format, and I want to compile it with Xcode (GCC). However, Xcode gives me 11415 compile errors. The first few are (all in the precompilation of AppKit.h): /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:31:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:31: error: expected identifier or '(' before '-' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:33:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:33: error: expected identifier or '(' before '-' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:35:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:35: error: expected identifier or '(' before '-' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:36:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:36: error: expected identifier or '(' before '-' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:37:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:37: error: expected identifier or '(' before '-' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:38:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:38: error: expected identifier or '(' before '-' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:40:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:40: error: expected identifier or '(' before '-' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:42:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:42: error: expected identifier or '(' before '@' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:48:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:48: error: expected identifier or '(' before '@' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:54:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:54: error: expected identifier or '(' before '@' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:59:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:59: error: expected identifier or '(' before '-' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:61:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:61: error: expected identifier or '(' before '@' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:69:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:69: error: expected identifier or '(' before '+' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:71:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:71: error: expected identifier or '(' before '+' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSValue.h:39:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSValue.h:39: error: expected identifier or '(' before '-' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSValue.h:40:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSValue.h:40: error: expected identifier or '(' before '-' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSValue.h:41:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSValue.h:41: error: expected identifier or '(' before '-' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSValue.h:42:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSValue.h:42: error: expected identifier or '(' before '-' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSValue.h:43:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSValue.h:43: error: expected identifier or '(' before '-' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSValue.h:44:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSValue.h:44: error: expected identifier or '(' before '-' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSValue.h:45:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSValue.h:45: error: expected identifier or '(' before '-' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSValue.h:46:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSValue.h:46: error: expected identifier or '(' before '-' token Some of the code is: HAL.c /* * HAL.c * Sinewave * * Created by james on Fri Apr 27 2001. * Copyright (c) 2001 __CompanyName__. All rights reserved. * */ #include "HAL.h" #include "math.h" appGlobals gAppGlobals; OSStatus appIOProc (AudioDeviceID inDevice, const AudioTimeStamp* inNow, const AudioBufferList* inInputData, const AudioTimeStamp* inInputTime, AudioBufferList* outOutputData, const AudioTimeStamp* inOutputTime, void* device); #define FailIf(cond, handler) \ if (cond) { \ goto handler; \ } #define FailWithAction(cond, action, handler) \ if (cond) { \ { action; } \ goto handler; \ } // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // HAL Sample Code ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //#define noErr 0 //#define false 0 OSStatus SetupHAL (appGlobalsPtr globals) { OSStatus err = noErr; UInt32 count, bufferSize; AudioDeviceID device = kAudioDeviceUnknown; AudioStreamBasicDescription format; // get the default output device for the HAL count = sizeof(globals->device); // it is required to pass the size of the data to be returned err = AudioHardwareGetProperty(kAudioHardwarePropertyDefaultOutputDevice, &count, (void *) &device); fprintf(stderr, "kAudioHardwarePropertyDefaultOutputDevice %d\n", err); if (err != noErr) goto Bail; // get the buffersize that the default device uses for IO count = sizeof(globals->deviceBufferSize); // it is required to pass the size of the data to be returned err = AudioDeviceGetProperty(device, 0, false, kAudioDevicePropertyBufferSize, &count, &bufferSize); fprintf(stderr, "kAudioDevicePropertyBufferSize %d %d\n", err, bufferSize); if (err != noErr) goto Bail; // get a description of the data format used by the default device count = sizeof(globals->deviceFormat); // it is required to pass the size of the data to be returned err = AudioDeviceGetProperty(device, 0, false, kAudioDevicePropertyStreamFormat, &count, &format); fprintf(stderr, "kAudioDevicePropertyStreamFormat %d\n", err); fprintf(stderr, "sampleRate %g\n", format.mSampleRate); fprintf(stderr, "mFormatFlags %08X\n", format.mFormatFlags); fprintf(stderr, "mBytesPerPacket %d\n", format.mBytesPerPacket); fprintf(stderr, "mFramesPerPacket %d\n", format.mFramesPerPacket); fprintf(stderr, "mChannelsPerFrame %d\n", format.mChannelsPerFrame); fprintf(stderr, "mBytesPerFrame %d\n", format.mBytesPerFrame); fprintf(stderr, "mBitsPerChannel %d\n", format.mBitsPerChannel); if (err != kAudioHardwareNoError) goto Bail; FailWithAction(format.mFormatID != kAudioFormatLinearPCM, err = paramErr, Bail); // bail if the format is not linear pcm // everything is ok so fill in these globals globals->device = device; globals->deviceBufferSize = bufferSize; globals->deviceFormat = format; Bail: return (err); } /* struct AudioStreamBasicDescription { Float64 mSampleRate; // the native sample rate of the audio stream UInt32 mFormatID; // the specific encoding type of audio stream UInt32 mFormatFlags; // flags specific to each format UInt32 mBytesPerPacket; // the number of bytes in a packet UInt32 mFramesPerPacket; // the number of frames in each packet UInt32 mBytesPerFrame; // the number of bytes in a frame UInt32 mChannelsPerFrame; // the number of channels in each frame UInt32 mBitsPerChannel; // the number of bits in each channel }; typedef struct AudioStreamBasicDescription AudioStreamBasicDescription; */ // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // This is a simple playThru ioProc. It simply places the data in the input buffer back into the output buffer. // Watch out for feedback from Speakers to Microphone OSStatus appIOProc (AudioDeviceID inDevice, const AudioTimeStamp* inNow, const AudioBufferList* inInputData, const AudioTimeStamp* inInputTime, AudioBufferList* outOutputData, const AudioTimeStamp* inOutputTime, void* appGlobals) { appGlobalsPtr globals = appGlobals; int i; double phase = gAppGlobals.phase; double amp = gAppGlobals.amp; double pan = gAppGlobals.pan; double freq = gAppGlobals.freq * 2. * 3.14159265359 / globals->deviceFormat.mSampleRate; int numSamples = globals->deviceBufferSize / globals->deviceFormat.mBytesPerFrame; // assume floats for now.... float *out = outOutputData->mBuffers[0].mData; for (i=0; i<numSamples; ++i) { float wave = sin(phase) * amp; phase = phase + freq; *out++ = wave * (1.0-pan); *out++ = wave * pan; } gAppGlobals.phase = phase; return (kAudioHardwareNoError); } // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ OSStatus StartPlayingThruHAL(appGlobalsPtr globals) { OSStatus err = kAudioHardwareNoError; if (globals->soundPlaying) return 0; globals->phase = 0.0; err = AudioDeviceAddIOProc(globals->device, appIOProc, (void *) globals); // setup our device with an IO proc if (err != kAudioHardwareNoError) goto Bail; err = AudioDeviceStart(globals->device, appIOProc); // start playing sound through the device if (err != kAudioHardwareNoError) goto Bail; globals->soundPlaying = true; // set the playing status global to true Bail: return (err); } // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ OSStatus StopPlayingThruHAL(appGlobalsPtr globals) { OSStatus err = kAudioHardwareNoError; if (!globals->soundPlaying) return 0; err = AudioDeviceStop(globals->device, appIOProc); // stop playing sound through the device if (err != kAudioHardwareNoError) goto Bail; err = AudioDeviceRemoveIOProc(globals->device, appIOProc); // remove the IO proc from the device if (err != kAudioHardwareNoError) goto Bail; globals->soundPlaying = false; // set the playing status global to false Bail: return (err); } Sinewave.m // // a very simple Cocoa CoreAudio app // by James McCartney [email protected] www.audiosynth.com // // Sinewave - this class implements a sine oscillator with dezippered control of frequency, pan and amplitude // #import "Sinewave.h" // define a C struct from the Obj-C object so audio callback can access data typedef struct { @defs(Sinewave); } sinewavedef; // this is the audio processing callback. OSStatus appIOProc (AudioDeviceID inDevice, const AudioTimeStamp* inNow, const AudioBufferList* inInputData, const AudioTimeStamp* inInputTime, AudioBufferList* outOutputData, const AudioTimeStamp* inOutputTime, void* defptr) { sinewavedef* def = defptr; // get access to Sinewave's data int i; // load instance vars into registers double phase = def->phase; double amp = def->amp; double pan = def->pan; double freq = def->freq; double ampz = def->ampz; double panz = def->panz; double freqz = def->freqz; int numSamples = def->deviceBufferSize / def->deviceFormat.mBytesPerFrame; // assume floats for now.... float *out = outOutputData->mBuffers[0].mData; for (i=0; i<numSamples; ++i) { float wave = sin(phase) * ampz; // generate sine wave phase = phase + freqz; // increment phase // write output *out++ = wave * (1.0-panz); // left channel *out++ = wave * panz; // right channel // de-zipper controls panz = 0.001 * pan + 0.999 * panz; ampz = 0.001 * amp + 0.999 * ampz; freqz = 0.001 * freq + 0.999 * freqz; } // save registers back to object def->phase = phase; def->freqz = freqz; def->ampz = ampz; def->panz = panz; return kAudioHardwareNoError; } @implementation Sinewave - (void) setup { OSStatus err = kAudioHardwareNoError; UInt32 count; device = kAudioDeviceUnknown; initialized = NO; // get the default output device for the HAL count = sizeof(device); // it is required to pass the size of the data to be returned err = AudioHardwareGetProperty(kAudioHardwarePropertyDefaultOutputDevice, &count, (void *) &device); if (err != kAudioHardwareNoError) { fprintf(stderr, "get kAudioHardwarePropertyDefaultOutputDevice error %ld\n", err); return; } // get the buffersize that the default device uses for IO count = sizeof(deviceBufferSize); // it is required to pass the size of the data to be returned err = AudioDeviceGetProperty(device, 0, false, kAudioDevicePropertyBufferSize, &count, &deviceBufferSize); if (err != kAudioHardwareNoError) { fprintf(stderr, "get kAudioDevicePropertyBufferSize error %ld\n", err); return; } fprintf(stderr, "deviceBufferSize = %ld\n", deviceBufferSize); // get a description of the data format used by the default device count = sizeof(deviceFormat); // it is required to pass the size of the data to be returned err = AudioDeviceGetProperty(device, 0, false, kAudioDevicePropertyStreamFormat, &count, &deviceFormat); if (err != kAudioHardwareNoError) { fprintf(stderr, "get kAudioDevicePropertyStreamFormat error %ld\n", err); return; } if (deviceFormat.mFormatID != kAudioFormatLinearPCM) { fprintf(stderr, "mFormatID != kAudioFormatLinearPCM\n"); return; } if (!(deviceFormat.mFormatFlags & kLinearPCMFormatFlagIsFloat)) { fprintf(stderr, "Sorry, currently only works with float format....\n"); return; } initialized = YES; fprintf(stderr, "mSampleRate = %g\n", deviceFormat.mSampleRate); fprintf(stderr, "mFormatFlags = %08lX\n", deviceFormat.mFormatFlags); fprintf(stderr, "mBytesPerPacket = %ld\n", deviceFormat.mBytesPerPacket); fprintf(stderr, "mFramesPerPacket = %ld\n", deviceFormat.mFramesPerPacket); fprintf(stderr, "mChannelsPerFrame = %ld\n", deviceFormat.mChannelsPerFrame); fprintf(stderr, "mBytesPerFrame = %ld\n", deviceFormat.mBytesPerFrame); fprintf(stderr, "mBitsPerChannel = %ld\n", deviceFormat.mBitsPerChannel); } - (void)setAmpVal:(double)val { amp = val; } - (void)setFreqVal:(double)val { freq = val * 2. * 3.14159265359 / deviceFormat.mSampleRate; } - (void)setPanVal:(double)val { pan = val; } - (BOOL)start { OSStatus err = kAudioHardwareNoError; sinewavedef *def; if (!initialized) return false; if (soundPlaying) return false; // initialize phase and de-zipper filters. phase = 0.0; freqz = freq; ampz = amp; panz = pan; def = (sinewavedef *)self; err = AudioDeviceAddIOProc(device, appIOProc, (void *) def); // setup our device with an IO proc if (err != kAudioHardwareNoError) return false; err = AudioDeviceStart(device, appIOProc); // start playing sound through the device if (err != kAudioHardwareNoError) return false; soundPlaying = true; // set the playing status global to true return true; } - (BOOL)stop { OSStatus err = kAudioHardwareNoError; if (!initialized) return false; if (!soundPlaying) return false; err = AudioDeviceStop(device, appIOProc); // stop playing sound through the device if (err != kAudioHardwareNoError) return false; err = AudioDeviceRemoveIOProc(device, appIOProc); // remove the IO proc from the device if (err != kAudioHardwareNoError) return false; soundPlaying = false; // set the playing status global to false return true; } @end Can anyone help me compiling this example? I'd really appriciate it. Thanks

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  • How does it affect me as a developer/engineer/company that Android is open source

    - by danke
    I understand the concept of open source, but I just realized now that I understand it from only one view: when I open source my own code. I don't really understand what benefit I'm getting from receiving the same thing. As a regular developer (like the majority of us here), I did not spend the past 4 years of my life working on "developing" the android. So even though I'm a developer, I'm at the end of the developers chain when it comes to the Android (like most of us). I'm really more of an end user. So my interest in Android isn't really to dedicate all my time to it or work on improving its kernel or anything overly ambitious. So with that clear, as a developer considering developing for the Android, how does it really benefit me that it's open source? What's the added benefit that I'm missing? Can other developers share some concrete ways that its open source status actually affects us as developers. Basically I'm trying to understand how we, at this developer level, can make sense of the fact that it's open source, or is its open source status just hype for us at our end developer level. Thanks

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