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  • Xcode newb -- #include can't find my file

    - by morgancodes
    I'm trying to get a third party audio library (STK) working inside Xcode. Along with the standard .h files, many of the implementation files include a file called SKINI.msg. SKINI.msg is in the same directory as all of the header files. The header files are getting included fine, but the compiler complains that it can't find SKINI.msg. What do I need to do to get Xcode to happily include SKINI.msg? Edit: Here's the contents of SKINI.msg: /*********************************************************/ /* Definition of SKINI Message Types and Special Symbols Synthesis toolKit Instrument Network Interface These symbols should have the form: \c __SK_<name>_ where <name> is the string used in the SKINI stream. by Perry R. Cook, 1995 - 2010. */ /*********************************************************/ namespace stk { #define NOPE -32767 #define YEP 1 #define SK_DBL -32766 #define SK_INT -32765 #define SK_STR -32764 #define __SK_Exit_ 999 /***** MIDI COMPATIBLE MESSAGES *****/ /*** (Status bytes for channel=0) ***/ #define __SK_NoteOff_ 128 #define __SK_NoteOn_ 144 #define __SK_PolyPressure_ 160 #define __SK_ControlChange_ 176 #define __SK_ProgramChange_ 192 #define __SK_AfterTouch_ 208 #define __SK_ChannelPressure_ __SK_AfterTouch_ #define __SK_PitchWheel_ 224 #define __SK_PitchBend_ __SK_PitchWheel_ #define __SK_PitchChange_ 49 #define __SK_Clock_ 248 #define __SK_SongStart_ 250 #define __SK_Continue_ 251 #define __SK_SongStop_ 252 #define __SK_ActiveSensing_ 254 #define __SK_SystemReset_ 255 #define __SK_Volume_ 7 #define __SK_ModWheel_ 1 #define __SK_Modulation_ __SK_ModWheel_ #define __SK_Breath_ 2 #define __SK_FootControl_ 4 #define __SK_Portamento_ 65 #define __SK_Balance_ 8 #define __SK_Pan_ 10 #define __SK_Sustain_ 64 #define __SK_Damper_ __SK_Sustain_ #define __SK_Expression_ 11 #define __SK_AfterTouch_Cont_ 128 #define __SK_ModFrequency_ __SK_Expression_ #define __SK_ProphesyRibbon_ 16 #define __SK_ProphesyWheelUp_ 2 #define __SK_ProphesyWheelDown_ 3 #define __SK_ProphesyPedal_ 18 #define __SK_ProphesyKnob1_ 21 #define __SK_ProphesyKnob2_ 22 /*** Instrument Family Specific ***/ #define __SK_NoiseLevel_ __SK_FootControl_ #define __SK_PickPosition_ __SK_FootControl_ #define __SK_StringDamping_ __SK_Expression_ #define __SK_StringDetune_ __SK_ModWheel_ #define __SK_BodySize_ __SK_Breath_ #define __SK_BowPressure_ __SK_Breath_ #define __SK_BowPosition_ __SK_PickPosition_ #define __SK_BowBeta_ __SK_BowPosition_ #define __SK_ReedStiffness_ __SK_Breath_ #define __SK_ReedRestPos_ __SK_FootControl_ #define __SK_FluteEmbouchure_ __SK_Breath_ #define __SK_JetDelay_ __SK_FluteEmbouchure_ #define __SK_LipTension_ __SK_Breath_ #define __SK_SlideLength_ __SK_FootControl_ #define __SK_StrikePosition_ __SK_PickPosition_ #define __SK_StickHardness_ __SK_Breath_ #define __SK_TrillDepth_ 1051 #define __SK_TrillSpeed_ 1052 #define __SK_StrumSpeed_ __SK_TrillSpeed_ #define __SK_RollSpeed_ __SK_TrillSpeed_ #define __SK_FilterQ_ __SK_Breath_ #define __SK_FilterFreq_ 1062 #define __SK_FilterSweepRate_ __SK_FootControl_ #define __SK_ShakerInst_ 1071 #define __SK_ShakerEnergy_ __SK_Breath_ #define __SK_ShakerDamping_ __SK_ModFrequency_ #define __SK_ShakerNumObjects_ __SK_FootControl_ #define __SK_Strumming_ 1090 #define __SK_NotStrumming_ 1091 #define __SK_Trilling_ 1092 #define __SK_NotTrilling_ 1093 #define __SK_Rolling_ __SK_Strumming_ #define __SK_NotRolling_ __SK_NotStrumming_ #define __SK_PlayerSkill_ 2001 #define __SK_Chord_ 2002 #define __SK_ChordOff_ 2003 #define __SK_SINGER_FilePath_ 3000 #define __SK_SINGER_Frequency_ 3001 #define __SK_SINGER_NoteName_ 3002 #define __SK_SINGER_Shape_ 3003 #define __SK_SINGER_Glot_ 3004 #define __SK_SINGER_VoicedUnVoiced_ 3005 #define __SK_SINGER_Synthesize_ 3006 #define __SK_SINGER_Silence_ 3007 #define __SK_SINGER_VibratoAmt_ __SK_ModWheel_ #define __SK_SINGER_RndVibAmt_ 3008 #define __SK_SINGER_VibFreq_ __SK_Expression_ } // stk namespace And here's what the compiler said: CompileC build/StkCompile.build/Debug-iphonesimulator/StkCompile.build/Objects-normal/i386/BandedWG.o "../../../Data/study/iPhone class/stk-4.4.2/src/BandedWG.cpp" normal i386 c++ com.apple.compilers.gcc.4_2 cd /Users/morganpackard/Desktop/trashme/StkCompile setenv LANG en_US.US-ASCII 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 -x c++ -arch i386 -fmessage-length=0 -pipe -Wno-trigraphs -fpascal-strings -fasm-blocks -O0 -Wreturn-type -Wunused-variable -D__IPHONE_OS_VERSION_MIN_REQUIRED=30000 -isysroot /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.1.2.sdk -fvisibility=hidden -fvisibility-inlines-hidden -mmacosx-version-min=10.5 -gdwarf-2 -iquote /Users/morganpackard/Desktop/trashme/StkCompile/build/StkCompile.build/Debug-iphonesimulator/StkCompile.build/StkCompile-generated-files.hmap -I/Users/morganpackard/Desktop/trashme/StkCompile/build/StkCompile.build/Debug-iphonesimulator/StkCompile.build/StkCompile-own-target-headers.hmap -I/Users/morganpackard/Desktop/trashme/StkCompile/build/StkCompile.build/Debug-iphonesimulator/StkCompile.build/StkCompile-all-target-headers.hmap -iquote /Users/morganpackard/Desktop/trashme/StkCompile/build/StkCompile.build/Debug-iphonesimulator/StkCompile.build/StkCompile-project-headers.hmap -F/Users/morganpackard/Desktop/trashme/StkCompile/build/Debug-iphonesimulator -I/Users/morganpackard/Desktop/trashme/StkCompile/build/Debug-iphonesimulator/include -I/Users/morganpackard/Desktop/trashme/StkCompile/build/StkCompile.build/Debug-iphonesimulator/StkCompile.build/DerivedSources/i386 -I/Users/morganpackard/Desktop/trashme/StkCompile/build/StkCompile.build/Debug-iphonesimulator/StkCompile.build/DerivedSources -include /var/folders/dx/dxSUSyOJFv0MBEh9qC1oJ++++TI/-Caches-/com.apple.Xcode.501/SharedPrecompiledHeaders/StkCompile_Prefix-bopqzvwpuyqltrdumgtjtfrjvtzb/StkCompile_Prefix.pch -c "/Users/morganpackard/Desktop/trashme/StkCompile/../../../Data/study/iPhone class/stk-4.4.2/src/BandedWG.cpp" -o /Users/morganpackard/Desktop/trashme/StkCompile/build/StkCompile.build/Debug-iphonesimulator/StkCompile.build/Objects-normal/i386/BandedWG.o /Users/morganpackard/Desktop/trashme/StkCompile/../../../Data/study/iPhone class/stk-4.4.2/src/BandedWG.cpp:33:21: error: SKINI.msg: No such file or directory /Users/morganpackard/Desktop/trashme/StkCompile/../../../Data/study/iPhone class/stk-4.4.2/src/BandedWG.cpp: In member function 'virtual void stk::BandedWG::controlChange(int, stk::StkFloat)': /Users/morganpackard/Desktop/trashme/StkCompile/../../../Data/study/iPhone class/stk-4.4.2/src/BandedWG.cpp:326: error: '__SK_BowPressure_' was not declared in this scope /Users/morganpackard/Desktop/trashme/StkCompile/../../../Data/study/iPhone class/stk-4.4.2/src/BandedWG.cpp:342: error: '__SK_AfterTouch_Cont_' was not declared in this scope /Users/morganpackard/Desktop/trashme/StkCompile/../../../Data/study/iPhone class/stk-4.4.2/src/BandedWG.cpp:349: error: '__SK_ModWheel_' was not declared in this scope /Users/morganpackard/Desktop/trashme/StkCompile/../../../Data/study/iPhone class/stk-4.4.2/src/BandedWG.cpp:357: error: '__SK_ModFrequency_' was not declared in this scope /Users/morganpackard/Desktop/trashme/StkCompile/../../../Data/study/iPhone class/stk-4.4.2/src/BandedWG.cpp:359: error: '__SK_Sustain_' was not declared in this scope /Users/morganpackard/Desktop/trashme/StkCompile/../../../Data/study/iPhone class/stk-4.4.2/src/BandedWG.cpp:363: error: '__SK_Portamento_' was not declared in this scope /Users/morganpackard/Desktop/trashme/StkCompile/../../../Data/study/iPhone class/stk-4.4.2/src/BandedWG.cpp:367: error: '__SK_ProphesyRibbon_' was not declared in this scope

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  • Personal Development : Time, Planning , Repairs & Maintenance

    - by Rajesh Pillai
    Personal Development : Time, Planning, Repairs & Maintenance These are just my thoughts, but some you may find something interesting in it. Please think over it. We may know many things, but still we always keeps procrastinating it. I have written this as I have heard many people coming back and saying they don’t have time to do things they like. These are my thoughts buy may be useful to someone else too. Certain things in life needs periodic repairs and maintenance. To cite some examples , your CAR, your HOUSE, your personal laptop/desktop, your health etc. Likewise there are certain other things in professional life that requires repair/ maintenance /or some kind of polishing, so that you always stay on top of it. But they are not always obvious. Some of them are - Improving your communication skills - Increasing your vocabulary - Upgrading your technical skills - Pursuing your hobby - Increasing your knowledge/awareness etc… etc… And then there are certain things that we are always short of…. one is TIME. We all know TIME is one of the most precious things in life and yet we all are very miserable at managing it. Remember you can only manage it and not control it. You can only control which you own or which you create. In theory time is infinite. So, there should be abundant of it. But remember one thing, you know this, it’s not reversible. Once it has elapsed you cannot live it again. Think over it. So, how do find that golden 25th hour every day. To find the 25th hour you need to reflect back on your current daily activities. Analyze them and see where you are spending most of your time and is it really important. Even the 8 hours that you spent in the office, is it spent fruitfully. At the end of the day is the 8 precious hour that you spent was worth it. Just reflect back on your activities. Did you learn something? If yes did you make a point to NOTE IT. If you didn’t NOTED it then was the time you spent really worth it. Just ponder over it. Some calculations of your daily activities where most of the time is spent. Let’s start (in no particular order though) - Sleep (6.5 hours) [Remember you only require 6 good hours of sleep every day]. Some may thing it is 8, but it’s a myth.   o To achive 6 hours of sleep and be in good health you can practice 15 minutes of daily meditation. So effectively you can    round it to 6.5 hours. - Morning chores(2 hours) : Some may need to prepare breakfast and all other things. - Office commuting (avg. to and fro 3 hours) - Office Work (avg 9.5 hours) Total Hours: 21 hours effective time which is spent irrespective of what you do. There may be some variations here and there. Still you have 3 hours EXTRA. Where do these 3 hours go? If you can find it, then you may get that golden 25th hour out of these 3 hours. Let’s discount 2 hours for contingencies, still you have 1 hour with you. If you can’t find it then you are living a direction less life. As you can see, the 25th Hour lies within the 24 hours of the day. It’s upto each one of us to find and make use of it. Now what can you do with that 25th hour i.e. 1 hour extra of your life. Imagine the possibility. Again some calculations 1 hour daily * 30 days = 30 hours every month 30 hours pm * 12 month = 360 hours every year. 360 hours every year seems very promising. Let’s add some contingencies, say, let’s be optimistic and say 50 % contingency. Still you have 180 hours every year. That leaves with 30 minutes every day of extra time. That’s hell a lot of time, if you could manage it. These may sound like a high talk [yes, it is, unless you apply these simple rules and rationalize your everyday living and stop procrastinating]. NOTE: I haven’t taken weekend, holidays and leaves into account. So, that leaves us with a lot of buffer time. You can meet family friends, relatives, other tasks, and yet have these 180 pure hours of joy every year. Do whatever you want to do with it. So, how important is this 180 hours per year to you? Just think over it. You may use it the way you like - 50 hours [pursue your hobby like drawing, crafting, learn dance, learn juggling, learn swimming, travelling hmm.. anything you like doing and you didn’t had time to do it.] - 30 hours you can learn a new programming language or technology (i.e. you can get comfortable with it) - 50 hours [improve existing skills] - 20 hours [improve you communication skill]. Do some light reading. - 30 hours [YOU DECIDE WHAT TO DO]? So, if you had done this for one year you would have learnt a new programming language, upgraded existing skills, improved you communication etc.. If you had done this for two years.. imagine the level of personal development or growth which you may have attained….. If you had done this for three years….. NOW I think I don’t need to mention this… So, you still have TIME, as they say TIME is infinite. So, make judicious use of this precious thing. And never ever comeback saying “I don’t have time”. So, if you are RICH in TIME, everything else will be automatically taken care of, as those things may just be a byproduct of how you spend your time… So, happy TIMING your TIME everyday.

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  • How to show AdMob ads in real iPhone device?

    - by iPhoney
    I want to integrate AdMob ads in my iPhone app. I'm using IB way to add the view and follow AdMob's pdf guide: 1. Add AdMob group(AdMobView.h,AdMobDelegateProtocol.h,libAdMob.a) 2. Add required frameworks(AudioToolbox,MediaPlayer,MessageUI,QuartzCore) 3. Add TouchJSON group 4. Add IBSupport group(AdViewController.h,AdViewController.m) 5. Add a 320*48 UIView in IB, add NSObject and change its class to AdViewController, link AdViewController's view to the 320*48 UIView and link AdViewController's viewController to current view controller. Now the iPhone simulator can show ads from AdMob, but when I test it on real device, I get the error "AdMob: Did fail to receive ad". I've tried to add test device's UDID to testDevices array, but still get the same error. - (NSArray *)testDevices { return [NSArray arrayWithObjects: ADMOB_SIMULATOR_ID, DEVICE_UDID, nil]; } Is there any problem in the above steps? Does anybody know why can't I get the ads in real device? By the way, what should be changed to build for real for-sale app, not just for test?

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  • Getting entitlement warning while building an Ad Hoc Distribution Bundle for an Iphone App.

    - by nefsu
    I followed Apple's instructions on how to create an Ad Hoc Distrubution bundle but I keep getting what appears to be a fatal Warning during the build process. As per the instructions, I set the signing identity to my distribution profile at the target (instead of the project), created my Entitlement.plist file and unchecked get-task-allow, linked this file to my target and run the build in distribution for device mode. When I do that, the build completes successful but only after giving the following warning. [WARN]CodeSign warning: entitlements are not applicable for product type 'Application' in SDK 'Device - iPhone OS 3.1.2'; ignoring... The last step in the build is the CodeSign and I've noticed that although it ran without errors, it's missing the --entitlement command line option that is given on the official apple instruction guide. Here is my CodeSign line /usr/bin/codesign -f -s "iPhone Distribution: My Name" --resource-rules=/Volumes/Data/projects/xcode/MyAppName/build/Distribution-iphoneos/MyAppName.app/ResourceRules.plist /Volumes/Data/projects/xcode/MyAppName/build/Distribution-iphoneos/MyAppName.app And here is apple's screen shot of what's expected. Can someone please help me figure out if this is something I'm doing wrong because much to my dismay even the dev forum at apple has very little information on this CodeSign warning.

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  • How to begin? Windows 8 Development

    - by Dennis Vroegop
    Ok. I convinced you in my last post to do some Win8 development. You want a piece of that cake, or whatever your reasons may be. Good! Welcome to the club! Now let me ask you a question: what are you going to write? Ah. That’s the big one, isn’t it? What indeed? If you have been creating applications for computers before you’re in for quite a shock. The way people perceive apps on a tablet is quite different from what we know as applications. There’s a reason we call them apps instead of applications! Yes, technically they are applications but we don’t call them apps only because it sounds cool. The abbreviated form of the word applications itself is a pointer. Apps are small. Apps are focused. Apps are more lightweight. Apps do one thing but they do that one thing extremely good. In the ‘old’ days we wrote huge systems. We build ecosystems of services, screens, databases and more to create a system that provides value for the user. Think about it: what application do you use most at work? Can you in one sentence describe what it is, or what it does and yet still distinctively describe its purpose? I doubt you can. Let’s have a look at Outlouk. We all know it and we all love or hate it. But what is it? A mail program? No, there’s so much more there: calendar, contacts, RSS feeds and so on. Some call it a ‘collaboration’  application but that’s not really true as well. After all, why should a collaboration application give me my schedule for the day? I think the best way to describe Outlook is “client for Exchange”  although that isn’t accurate either. Anyway: Outlook is a great application but it’s not an ‘app’ and therefor not very suitable for WinRT. Ok. Disclaimer here: yes, you can write big applications for WinRT. Some will. But that’s not what 99.9% of the developers will do. So I am stating here that big applications are not meant for WinRT. If 0.01% of the developers think that this is nonsense then they are welcome to go ahead but for the majority here this is not what we’re talking about. So: Apps are small, lightweight and good at what they do but only at that. If you’re a Phone developer you already know that: Phone apps on any platform fit the description I have above. If you’ve ever worked in a large cooperation before you might have seen one of these before: the Mission Statement. It’s supposed to be a oneliner that sums up what the company is supposed to do. Funny enough: although this doesn’t work for large companies it does work for defining your app. A mission statement for an app describes what it does. If it doesn’t fit in the mission statement then your app is going to get to big and will fail. A statement like this should be in the following style “<your app name> is the best app to <describe single task>” Fill in the blanks, write it and go! Mmm.. not really. There are some things there we need to think about. But the statement is a very, very important one. If you cannot fit your app in that line you’re preparing to fail. Your app will become to big, its purpose will be unclear and it will be hard to use. People won’t download it and those who do will give it a bad rating therefor preventing that huge success you’ve been dreaming about. Stick to the statement! Ok, let’s give it a try: “PlanesAreCool” is the best app to do planespotting in the field. You might have seen these people along runways of airports: taking photographs of airplanes and noting down their numbers and arrival- and departure times. We are going to help them out with our great app! If you look at the statement, can you guess what it does? I bet you can. If you find out it isn’t clear enough of if it’s too broad, refine it. This is probably the most important step in the development of your app so give it enough time! So. We’ve got the statement. Print it out, stick it to the wall and look at it. What does it tell you? If you see this, what do you think the app does? Write that down. Sit down with some friends and talk about it. What do they expect from an app like this? Write that down as well. Brainstorm. Make a list of features. This is mine: Note planes Look up aircraft carriers Add pictures of that plane Look up airfields Notify friends of new spots Look up details of a type of plane Plot a graph with arrival and departure times Share new spots on social media Look up history of a particular aircraft Compare your spots with friends Write down arrival times Write down departure times Write down wind conditions Write down the runway they take Look up weather conditions for next spotting day Invite friends to join you for a day of spotting. Now, I must make it clear that I am not a planespotter nor do I know what one does. So if the above list makes no sense, I apologize. There is a lesson: write apps for stuff you know about…. First of all, let’s look at our statement and then go through the list of features. Remove everything that has nothing to do with that statement! If you end up with an empty list, try again with both steps. Note planes Look up aircraft carriers Add pictures of that plane Look up airfields Notify friends of new spots Look up details of a type of plane Plot a graph with arrival and departure times Share new spots on social media Look up history of a particular aircraft Compare your spots with friends Write down arrival times Write down departure times Write down wind conditions Write down the runway they take Look up weather conditions for next spotting day Invite friends to join you for a day of spotting. That's better. The things I removed could be pretty useful to a plane spotter and could be fun to write. But do they match the statement? I said that the app is for spotting in the field, so “look up airfields” doesn’t belong there: I know where I am so why look it up? And the same goes for inviting friends or looking up the weather conditions for tomorrow. I am at the airfield right now, looking through my binoculars at the planes. I know the weather now and I don’t care about tomorrow. If you feel the items you’ve crossed out are valuable, then why not write another app? One that says “SpotNoter” is the best app for preparing a day of spotting with my friends. That’s a different app! Remember: Win8 apps are small and very good at doing ONE thing, and one thing only! If you have made that list, it’s time to prepare the navigation of your app. The navigation is how users see your app and how they use it. We’ll do that next time!

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  • What do you use to play sound in iPhone games?

    - by zoul
    Hello! I have a performance-intensive iPhone game I would like to add sounds to. There seem to be about three main choices: (1) AVAudioPlayer, (2) Audio Queues and (3) OpenAL. I’d hate to write pages of low-level code just to play a sample, so that I would like to use AVAudioPlayer. The problem is that it seems to kill the performace – I’ve done a simple measuring using CFAbsoluteTimeGetCurrent and the play message seems to take somewhere from 9 to 30 ms to finish. That’s quite miserable, considering that 25 ms == 40 fps. Of course there is the prepareToPlay method that should speed things up. That’s why I wrote a simple class that keeps several AVAudioPlayers at its disposal, prepares them beforehand and then plays the sample using the prepared player. No cigar, still it takes the ~20 ms I mentioned above. Such performance is unusable for games, so what do you use to play sounds with a decent performance on iPhone? Am I doing something wrong with the AVAudioPlayer? Do you play sounds with Audio Queues? (I’ve written something akin to AVAudioPlayer before 2.2 came out and I would love to spare that experience.) Do you use OpenAL? If yes, is there a simple way to play sounds with OpenAL, or do you have to write pages of code? Update: Yes, playing sounds with OpenAL is fairly simple.

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  • Uploading Binary iPhone App "The signature was invalid" again again and again...

    - by user338386
    Hello! I'm going crazy! I'm trying to upload the binary of my first application but I have always the same error! "The binary you uploaded was invalid. The signature was invalid, or it was not signed with an Apple submission certificate." I did everything, EVERYTHING!! I created the request for the certificate, used it for both developer and distribution certificate, created the provisioning profile (12 times!!!) always cleaning my keychain and my Xcode deleting the old certificates and profiles.. I reboot the machine, reboot Xcode, the log is correct, but... I can't upload my app!!!! Checked if my iPhone is connected (i tried with iPhone disconneted too). I checked the certificate in both my project settings "Distribuition" Configuration (duplicate of "Release" configuration) and in my target settings. Reveal in finder, compress the app and sent the zip... I tried with Application Loader and iTunes connect online.. but nothing! NOTHING!! I've spent 8 hours! And again i can't have my app uploaded!!! I'm really going crazy! Can anyone help me pleeease? Thx!

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  • Will Apple bundle the Mono Touch runtime with every iPhone?

    - by Zoran Simic
    It strikes me as a good idea for Apple to negotiate with Novell and bundle the Mono Touch runtime (only the runtime of course) into every iPhone and iPod Touch. Perhaps even make it a "one time install" that automatically gets downloaded from the App Store the first time one downloads an app build with Mono Touch, making every subsequent Mono Touch app much lighter to download (without the runtime). Doing so would be similar in a way to adding Bootcamp to OS X: it would make it easier for C# developers to join the party, but that wouldn't mean these developers will all stick to C#... What convinced me to buy a Mac is Bootcamp - I figured I could always install Windows if I didn't like OS X (and I liked the hardware, so no problem there). 6 months later, I'm using OS X full time... Would there be any technical issues in doing so? I see only advantages for all parties, not one disadvantage to anyone (except maybe for the few unfortunate Apple employees who would have to test the crap out of the Mono Touch runtime before bundling it): Novell wins because Mono Touch becomes much more viable (Mono Touch apps become much lighter all of the sudden) Developers win because now there's one more tool in the tool belt Many C# Developers would be very interested by this Apple wins because that would bring even more attention to the platform, more revenue in developer fees, more potential great apps, etc Users win because less space is used by different Apps having copies of the same runtime accumulating on their devices Would there be a major technical obstacle in bundling Mono Touch to iPhone OS? Edit: Changed the title from "Should" to "Will Apple bundle the runtime?", I think the consensus on predicting that means a lot to those considering going with Mono Touch.

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  • What do you need to know to be a world-class master software developer? [closed]

    - by glitch
    I wanted to bring up this question to you folks and see what you think, hopefully advise me on the matter: let's say you had 30 years of learning and practicing software development in front of you, how would you dedicate your time so that you'd get the biggest bang for your buck. What would you both learn and work on to be a world-class software developer that would make a large impact on the industry and leave behind a legacy? I think that most great developers end up being both broad generalists and specialists in one-two areas of interest. I'm thinking Bill Joy, John Carmack, Linus Torvalds, K&R and so on. I'm thinking that perhaps one approach would be to break things down by categories and establish a base minimum of "software development" greatness. I'm thinking: Operating Systems: completely internalize the core concepts of OS, perhaps gain a lot of familiarity with an OSS one such as Linux. Anything from memory management to device drivers has to be complete second nature. Programming Languages: this is one of those topics that imho has to be fully grokked even if it might take many years. I don't think there's quite anything like going through the process of developing your own compiler, understanding language design trade-offs and so on. Programming Language Pragmatics is one of my favorite books actually, I think you want to have that internalized back to back, and that's just the start. You could go significantly deeper, but I think it's time well spent, because it's such a crucial building block. As a subset of that, you want to really understand the different programming paradigms out there. Imperative, declarative, logic, functional and so on. Anything from assembly to LISP should be at the very least comfortable to write in. Contexts: I believe one should have experience working in different contexts to truly be able to appreciate the trade-offs that are being made every day. Embedded, web development, mobile development, UX development, distributed, cloud computing and so on. Hardware: I'm somewhat conflicted about this one. I think you want some understanding of computer architecture at a low level, but I feel like the concepts that will truly matter will be slightly higher level, such as CPU caching / memory hierarchy, ILP, and so on. Networking: we live in a completely network-dependent era. Having a good understanding of the OSI model, knowing how the Web works, how HTTP works and so on is pretty much a pre-requisite these days. Distributed systems: once again, everything's distributed these days, it's getting progressively harder to ignore this reality. Slightly related, perhaps add solid understanding of how browsers work to that, since the world seems to be moving so much to interfacing with everything through a browser. Tools: Have a really broad toolset that you're familiar with, one that continuously expands throughout the years. Communication: I think being a great writer, effective communicator and a phenomenal team player is pretty much a prerequisite for a lot of a software developer's greatness. It can't be overstated. Software engineering: understanding the process of building software, team dynamics, the requirements of the business-side, all the pitfalls. You want to deeply understand where what you're writing fits from the market perspective. The better you understand all of this, the more of your work will actually see the daylight. This is really just a starting list, I'm confident that there's a ton of other material that you need to master. As I mentioned, you most likely end up specializing in a bunch of these areas as you go along, but I was trying to come up with a baseline. Any thoughts, suggestions and words of wisdom from the grizzled veterans out there who would like to share their thoughts and experiences with this? I'd really love to know what you think!

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  • Upgrade to iPhone 3.0 sdk and now simulator shows blank screen.

    - by NoShitMcGee
    I have an iPhone app that uses an UITabBarController, which contains two UINavigationControllers, each of which in turn contains one or more TableViewControllers (actually, customized UIViewControllers implementing UITableViewDelegate and UITableViewDataSource. ) On launch, it displays the UITabBarController with one of the tableviews displayed. Everything is coded; Interface Builder was NOT used to make any of the UI stuff. It was written in SDK 2. It worked fine in sdk 2. I recently updated to SDK 3.0. In Info, I set the Base SDK setting to iPhone Simulator 3.0. Now, when I launch the application in Simulator, I see only a blank white screen with the status bar at the top. No signs of my app. However, when I exit the app, the missing tableview displays briefly as the exiting animation is playing. Also, on the blank white screen I can still click where the navigation buttons should be and find that, when I exit the app and the missing screen briefly displays, that navigation has taken me to another screen. So the buttons work, and presumably the tableviewcells are there, they just cannot be seen. Has anyone seen anything like this? Does anyone have any idea what is causing it and how I can fix it? I noticed that sample apps, such as SQLiteBooks, seem to work fine when updating to SDK 3.0. My app isn't very much different from SQLiteBooks in terms of technologies used, except that, as I said above, I do not use Interface Builder. Thanks

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  • How would I include open source library in my iPhone application?

    - by greypoint
    I have found an existing open source library that I would like to include in my iPhone project (the unrar source code found here: http://www.rarlab.com/rar_add.htm ). I have compiled this source as a linked library on my Mac with "make lib" which creates the libunrar.so file just fine. These are the makefile settings for that target: lib: WHAT=RARDLL lib: $(OBJECTS) $(LIB_OBJ) @rm -f libunrar.so $(LINK) -shared -o libunrar.so $(LDFLAGS) $(OBJECTS) $(LIB_OBJ) Obviously I can't use this on iPhone but I imagine I should be able to compile with different options to make a static library that I can use. Do I: Compile it on the Mac with different make options then drag the resulting library (some kind of .a ?) into my xcode project? or Drag all of the source code into my xcode project and create special targets of some kind to create it? or Something else entirely different? I've been working on solving my unrar problem for a couple of weeks now and I believe using this library will give me the best results but I just don't know the final steps to make use of it. Thanks for all advice.

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  • How to detect iPhone movement in space using accelerometer ?

    - by super_tomtom
    Hi ! I am trying to make an application that would detect what kind of shape you made with your iPhone using accelerometer. As an example, if you draw a circle with your hand holding the iPhone, the app would be able to redraw it on the screen. This could also work with squares, or even more complicated shapes. The only example of application I've seen doing such a thing is AirPaint (http://vimeo.com/2276713), but it doesn't seems to be able to do it in real time. My first try is to apply a low-pass filter on the X and Y parameters from the accelerometer, and to make a pointer move toward these values, proportionally to the size of the screen. But this is clearly not enought, I have a very low accuracy, and if I shake the device it also makes the pointer move... Any ideas about that ? Do you think accelerometer data is enought to do it ? Or should I consider using other data, such as the compass ? Thanks in advance !

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  • What is the best approach to embed mp4 for the iPhone without using JavaScript?

    - by usingtechnology
    I am trying to troubleshoot this code and am running into a dead-end, so I thought I would ask my first question here. I have three questions: 1) What is the best approach to embed an mp4 for an iPhone specific view, preferably without using Javascript? 2) Are there any preferred practices to debug code on an iPhone? 3) Can anyone tell me what is wrong with my specific code below? I should mention upfront that the variable $fileName does indeed contain the correct info, I've just omitted that portion of the code. Also, the poster image does flicker for a brief moment before I receive the greyed out, broken QuickTime image so that is an indication that this is partially working. Code: <object width="448" height="335" classid="clsid:02BF25D5-8C17-4B23-BC80-D3488ABDDC6B" codebase="http://www.apple.com/qtactivex/qtplugin.cab"> <param name="src" value="/libraries/images/$fileName.jpg" /> <param name="href" value="/libraries/media/$fileName.mp4" /> <param name="target" value="myself" /> <param name="controller" value="true" /> <param name="autoplay" value="false" /> <param name="scale" value="aspect" /> <embed src="/libraries/images/$fileName.jpg" href="/libraries/media/$fileName.mp4" type="video/mp4" target="myself" width="448" height="335" scale="aspect" controller="false" autoplay="false"> </embed> </object>

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  • How to retrive user input data entered tab bar View Controller when application start in iphone app

    - by TechFusion
    Hello, I have created window based application. Tab bar controller as root controller and it has three tabs. One Tab has Labels and TextFiled inputs like Name, Username and Password. I am looking to store this text filed inputs when user enters and able retrieve in other tabs. Previously I have set key for different text fields and setobject:withkey task and able to retrive text filed values in same view Controller [[NSUserDefaults standardUserDefaults] stringForKey:key] task. Now I am looking to create database which has different objects and each objects has data values of different Text Field inputs that I can access in whole application. like DatabaseName - Object1 - Name, Username & Password - Object2 - Name, Username & Password Something like structure in Normal C so it would be easy to retrieve data. I am looking NSUserDefaults Class and User Defaults Programming Topics in Cocoa(http://developer.apple.com/iPhone/library/documentation/Cocoa/Conceptual/UserDefaults/UserDefaults.html#//apple_ref/doc/uid/10000059-BCIDJFHD). Also Referring Archives and Serialization Programming guide(http://developer.apple.com/iphone/library/documentation/Cocoa/Conceptual/Archiving/Archiving.html#//apple_ref/doc/uid/10000047i). Which method i need to use to create such type of database ? Thanks,

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  • Developer Developer Developer Scotland 2010

    - by Chris Hardy (ChrisNTR)
    This past weekend, I headed up to Glasgow thanks to Plip for driving and Dave Sussman for some light entertainment to do a session on C# on the iPhone with MonoTouch. I had already presented a session similar to this one at DDD8 in Reading, which you can watch on Vimeo ( http://vimeo.com/9150434 ) but in this session I covered more topics such as the new 3.3.1 section of the new terms of service Apple released. I also showed a Twitter example written in MonoTouch, which was reused from the DDD8 session...(read more)

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  • Coming up with manageable game ideas as a hobbyist game developer

    - by Kragen
    I'm trying to come up with ideas for games to develop - as per the advice on this question I've started jotting down and brainstorming my ideas as I get them, and it has worked relatively well - I now have a growing collection of ideas that I think are relatively original. The trouble is that I'm a solo hobbyist developer so my time is limited (and I have short attention span!) I've decided to set myself a limit of 1 working week (i.e. 35-40 hours) to develop / prototype my game, but all of the ideas that really spark my imagination are far too complex to be achievable in that sort of time (e.g. RTS or RPG style gameplay), and none of my simpler ideas really strike me as being that good (and whenever I get a flash of inspiration I invariably end up making things more complicated!) Am I being too picky - should I just take one of my simpler ideas and have a go?

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  • How to study for 70-573 Microsoft SharePoint 2010, Application Development

    - by ybbest
    I just passed my 70-573 exam today and would like to Share my experience on learning SharePoint 2010 as a beginner. 1. Book Microsoft SharePoint 2010: Building Solutions for SharePoint 2010 by Sahil Malik http://apress.com/book/view/1430228652 Sahil is an expert and MVP in SharePoint 2010.He certainly know his field and the book is well written. More importantly Sahil has got very good sense of humor in delivering the knowledge. 2.A development machine It is of great importance to have a dev machine , you cannot learn a new technology by just reading a book nor by watching some training videos. You need get your hands dirty with SharePoint a lot. 3.Training videos Since I have one year subscription with learndev , I use them as my learning resources. It is quite cheap , only cost US $99 for a year subscription and you will get not only the SharePoint training but the whole training library .The videos are from Appdev . Appdev training is of high quality. http://www.appdev.com/ http://www.learndevnow.com/ You can also get the videos from Microsoft SharePoint site. They are pretty good too. But bear in mind , by just watching these videos you will not learn much , you need to build a SharePoint 2010 machine and play with it .Try to write the sample code yourself and not just copy and paste. 4. Write blogs about your learning. This will motive you in your long journey with SharePoint learning. 5. Do check out the patterns & practices SharePoint Guidance on codeplex. http://spg.codeplex.com/ 6.Thanks for Becky Bertram,who kindly put up all the exam requirements with links to MSDN http://blog.beckybertram.com/Lists/Exam%2070573%20Study%20Guide/AllItems.aspx

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  • How To Watch Live Streaming of Oscars 2011 (Academy Awards)

    - by Kavitha
    The Academy Awards or more popularly known as Oscars for this year will go live on Sunday,  February 27, 2011 (8PM ET/5pm PT) at the Kodak Theatre (Hollywood), Los Angeles, California. It’s a star studded event every movie lover wish to follow and watch live. We at Tech Dreams always love to write about live streaming of popular events happening across the globe. Here is our guide to follow Oscars 2011. Oscars 2011 Live Streams Last year we did not have many choices to view the Oscars online. But this year there are plenty of them available from the best of the media power houses APLive Oscars coverage on livestream.com (embedded below) Oscars.com – The Official Web Site of Academy Awards Oscars.org Live Streaming Academy Awards – Official Live Steaming Channel on livestream.com(embedded below) APLive Oscars coverage on Facebook Watch Oscars 2011 On Your iPad / iPhone You can catch Oscars 2011 on your iOS devices – iPhone, iPad and iPods for the time ever using the official oscar’s application. Application cost $0.99 and you can download it from AppStore Websites To View Highlights & Exclusive Clips Of Oscars 2010 If you miss to catch the live streaming of Oscars 2011, here are few sites you can check to view video highlights of the entire event.  Few websites like Hulu have access to exclusive moments. Oscar’s Official YouTube Channel Hulu Award Season 2011 coverage Oscar’s 2011 Event Schedule Oscars 2011 will begin at on 27th February Sunday 8PM EST in California. The local time in India will be around 9:30 AM on Monday. Here is list of major cities and the local time at which Oscars 2011 are going to start   Date & Time California February 27th, Sunday 20:00 Adelaide February 28th, Monday 14:30 Bangkok February 28th, Monday 11:00 Beijing February 28th, Monday 12:00 Brisbane February 28th, Monday 14:00 Cape Town February 28th, Monday 06:00 Dubai February 28th, Monday 08:00 Frankfurt February 28th, Monday 05:00 Hong Kong February 28th, Monday 12:00 Delhi/Chennai/Mumbai/Kolkata February 28th, Monday 09:30 New York February 27th, Sunday 23:00 Paris February 28th, Monday 05:00 Washington February 27th, Sunday 23:00 London February 28th, Monday 04:00 or more cities visit this link This article titled,How To Watch Live Streaming of Oscars 2011 (Academy Awards), was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • Professional Windows Phone 7 Game Development: Creating Games using XNA Game Studio 4

    - by Chris Williams
    In 24 short days*, my (along with the awesome George W. Clingerman) first book will be released:   Professional Windows Phone 7 Game Development: Creating Games using XNA Game Studio 4 (or as we like to call it, that damned 550 page monstrosity that nearly killed us) Weighing in at 552 pages and featuring a foreward by the legendary James Silva (Ska Studios, creator of The Dishwasher: Dead Samurai, The Dishwasher: Vampire Smile, I MAED A GAME W1TH Z0MB1ES 1NIT!!!1, and more...) this book gives thorough coverage of XNA 4.0 as it relates to Windows Phone 7. The book is written in a light, conversational tone, which means (unlike some books) you won't be compelled to gouge your eyes out with a rusty spork after reading the first few pages. At least, that’s the intent. If you do feel compelled to engage in some feats of eye-gouging sporkage, we (the authors of this book) would like to point out that we are not responsible and that seeking the help of a mental health professional might be advised. (We’re not qualified to dispense medical advice either.) The book is structured to introduce relevant material first, with code snippets and samples of how to use various phone features and XNA concepts, with helpful side notes along the way. After you've been exposed to a few chapters worth of concepts, you get the chance to bring them together by building a game that leverages those features. This book contains THREE (3!) complete games, including: Drive & Dodge (a racing game), Poker Dice (roll dice to make poker hand combinations) and Picture Puzzle (take a photo and turn it into a jigsaw puzzle.) Writing this book has been an incredible experience, and we hope reading it will be equally informative for all of you. We’re also happy to announce there will be a Kindle edition available, along with various other electronic media. Get your copy from Wiley.com, Amazon.com, Barnes & Noble, and anywhere else awesome books are sold. *more or less… some sites list the publication date as early march, but the official street date is 2/21/2011

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  • Avoid Memory Leaks in SharePoint2010 Development

    - by ybbest
    When you develop SharePoint solution using code, you need to Dispose SPWeb appropriately to avoid memory Leaks. The general guideline for this are: Dispose Not to dispose OpenWebEnumerating Webs or AllWebs ParentWebRootWeb SPWeb from SPContext There are more rules than the one list above and as a smart SharePoint developer, you do not have to memories all the rules .There is a tool called SharePoint Dispose Checker which can help you to find potential memory leak. To use SPDisposeChecker in you solution, you need to download the tool from MSDN Code Gallery and install it in your development machine as follow. 1. Run the installer with elevated privilege. 2. Accept the agreement and click next. 3. Select those two options and click next. 4. Select Everyone and click Next. 5. Go to Toolsà SharePoint Dispose Check to Configure the SPDisposeCheck. 6. You can change the Treat problems as Errors to Warnings. 7. after clicking Save, you are all set to use the tool.Recompile my project , I can get the result below. References: SharePoint 2007/2010 “Do Not Dispose Guidance” + SPDisposeCheck

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  • Legal question.

    - by Kjow
    Hi all, a question bounces in my head from some time. Copyright laws are different by nation to nation, but generally which is the border line to break a copyright? Suppose to make a game that is very similar to an other come out in the past, e.g. a Pacman clone or a Space Invaders clone, but nothing from original titles are grabbed and maybe they're not made in 2d, but in 3d. The titles aren't "Pacman clone - the return" or "Space Invaders - they did it again", and not also "Pocman" or "Space Evaders" (maybe this last could be fun for some "creative financers" that need to escape from earth :D). Finally suppose to call these some thing like "Popcorn, fruit and ghosts" (or the acronym: "PFG") and "Kill all enemy" (or the acronym: "KAE"). In this case (not grab- all self-made) and no references to original titles, but with a game that feels very similar to "ispiration ones"... they could be sold to somewhere like "Valve's Steam"? Regards, Kjow

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