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  • How to set up offline manifest for a web app to run in Safari in iOS?

    - by ahmd1
    I'm currently trying to set up an offline.manifest file for my web app to be used offline on an iOS device. For testing purposes I have a very simple HTML page that I'm trying to add to a home screen. I'm testing it on a live iPhone 4, but after the page is added to the home screen and I put the iPhone in the airplane mode and try to start my web app I get this error: "Turn Off Airplane Mode or Use Wi-Fi to Access Data" and then if I click OK I get: "Cannot Open Web App Name" "Web App Name could not be opened because it is not connected to the Internet" The following is added to the HTML file: <!DOCTYPE html> <html lang="en" manifest="scrts/offline.manifest"> and the offline.manifest is composed as such: CACHE MANIFEST ../pics/bkgnd_iphn_settings.png ../pics/mbl_btn_fb.png ../pics/mbl_btn_twt.png ../pics/icon_57_57_bg.png ../pics/icon_72_72_bg.png ../pics/icon_114_114_bg.png ../pics/icon_144_144_bg.png ../pics/splash_320_460_bg.png ../pics/splash_768_1004_bg.png ../pics/splash_1004_768_bg.png I got all instructions on composing it from here I also adjusted the .htaccess file to add this line: AddType text/cache-manifest .manifest Any idea what am I not doing right?

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  • Can I give my app my own ads? (iOS/Android)

    - by aldo.roman.nurena
    I want to know if I can develop my app on iOS and Android (no matter how, that's another thread) and give them my own ads, not the ones provided by them. This way I make the deals with customers directly. Implementation does not seem to be hard. The hard question is: will I get approved on the stores? It would be a free app with 3rd-party-ads Thanks! PS: I know I can distribute APKs out of the GPlay, but I don't want to do this. PS2: bonus points for WP/BB info, but not critical

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  • How can I port a MonoGame Windows Phone 8 game to iOS?

    - by Homer_Simpson
    I downloaded the trial version of Xamarin Studio and installed it on my iMac. In addition, I installed Xcode on my iMac so that I can use the iPhone emulators in Xamarin Studio. But I don't know how to use my MonoGame Windows Phone 8 source files in a Xamarin iPhone project. How can I use my Windows Phone code in an iPhone project? Can I import all my existing classes(for example Game1.cs) in an iPhone project without changing something? How can I port a MonoGame Windows Phone 8 game to iOS?

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  • What are the most important languages to localize for on the iOS App Store?

    - by Kevin Y
    It's obvious that to gain more customers on any given platform, one of the most important steps to take would be to localize your software into many languages: as many as possible, ideally. However, with independently developed apps, it tends to be difficult to localize into many different languages, due to not having the budget and / or time to do so. My question is if I were to localize my apps into languages other than English on the iOS App Store, which languages should I prioritize? (Maybe the top three or four most important.) (Also, let's pretend this is a generic app that won't cater more to one language demographic than another.)

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  • Reassessment: What's a good analytics package to use for tracking user behavior in a native iOS app?

    - by BeachRunnerJoe
    Hello. I've been poking around google and SO for answers on this, but it doesn't seem to be very well discussed, so I thought I revisit the question. Is anyone using any analytics packages (like Google Analytics or Mixpanel) to track user behavior in their native iOS apps? The three I've come across are Flurry, Mixpanel, and Google Analytics. It sounds like Apple is still peeved at Flurry, so I don't want to mess with that. Mixpanel looks simple and easy to use, but I'd first like to hear from someone who has used it. Same goes with Google Analytics for the iPhone. I've just finished building an iPhone game and I'd like to begin tweaking it based on how the users are playing it. Does anyone have any recommendations or experience with any of these analytics packages? Thanks so much!

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  • Is there a size limit when using UICollectionView as tiled map for iOS game?

    - by Alexander Winn
    I'm working on a turn-based strategy game for iOS, (picture Civilization 2 as an example), and I'm considering using a UICollectionView as my game map. Each cell would be a tile, and I could use the "didSelectCell" method to handle player interaction with each tile. Here's my question: I know that UICollectionViewCells are dequeued and reused by the OS, so does that mean that the map could support an effectively infinitely-large map, so long as only a few cells are onscreen at a time? However many cells were onscreen would be held in memory, and obviously the data source would take up some memory, but would my offscreen map be limited to a certain size or could it be enormous so long as the number of cells visible at any one time wasn't too much for the device to handle? Basically, is there any memory weight to offscreen cells, or do only visible cells have any impact?

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  • iOS 6 Beta 2 disponible pour les développeurs, plus stable avec quelques nouveautés pour Siri

    iOS 6 Beta 2 disponible pour les développeurs plus stable avec quelques nouveautés pour Siri Mise à jour du 26/06/2012, par Hinault Romaric Apple vient de publier la seconde Beta d'iOS 6. Présenté lors de la conférence annuelle des développeurs de la société (WWDC), iOS 6 apportera pas moins de 200 nouveautés parmi lesquelles des améliorations pour les applications Siri, Facetime, etc. (lire ci-devant). Annoncé en version finale pour l'automne, iOS 6 sera précédé de plusieurs betas. Pour iOS 5 par exemple, la firme avait publié sept Betas avant la sortie de la version stable. Ainsi, deux semaines ...

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  • Is it possible to develop apps with Kendo UI to submit to iOS App Store?

    - by Farshid
    The number of platforms I have to develops apps for is increasing and It brings me lots of stress to learn new technologies for each target platform. I found out that Telerik's Kendo UI is very good to build websites that look and feel native on mobile platforms (e.g. iOS and Android). My question is, is it possible to build HTML5 apps to deploy them on iTunes App Store and Google Play? Please note that I am eager to know the possibility of creating apps (complete apps bundled in standard format of Apple and Google for distribution in their respective mobile app markets) but not websites.

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  • iOS App Store Under 18 - Post via private limited company? [closed]

    - by jskidd3
    I'm 17 years old and wish to post an application on the iOS App Store. My situation is a little different to other users doing the same thing, though. I'm finding this very frustrating. It's very annoying that Apple don't let younger talent post themselves. Is it true that if I do post under my Father's name I can choose a different name to be listed on the app store? I want to keep this professional, I don't want my father's name to appear underneath the application on the store. :P I have registered myself as the company director of a private limited company. Even though I'm the only one in the company, is this a way to bypass the 18+ restriction or do I need a minimum of 2 employees? Why the hell has this been closed? Thanks

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  • How to store an iOS game save file in multiple devices? (Without remote servers)

    - by Omega
    I've been developing an iOS game for iPhone. My game saves the progress as a couple of .plist documents in the device. I have come to realize that when I install a game in my iPhone, this same game is installed in my iPad. And then it struck me: how would I manage save files? I mean, I'd like the player to be able to continue playing from where they left no matter what device are they using... without using remote servers. What have you done to address this issue?

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  • If we develop iOS app, and submit a new version to the App Store, it won't have a risk of having the old version pulled out?

    - by ????
    As an iOS developer, is it true that once we get an app into the App Store, we can quite safely update any new version and the worst it can happen is that the new version is rejected, but the old version in general will always stay, unless there was something egregious that Apple didn't catch the first time? (and what if a method in a class is deprecated and later even removed? Won't iOS 8, say, in the future not be able to run the old app?)

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  • Offline iOS web app: loads my manifest, but doesn't work offline

    - by Ken
    I'm writing a web app to be used offline on iOS. I've created a manifest, am serving it up as text/cache-manifest, and it usually works fine, when running inside Safari. If I add it as an app to my home screen, then turn on Airplane mode, it can't open the app at all -- I get an error and it offers to close the app. (I thought this was the entire purpose of an offline app!) When I load the app a first time when online, I can see in my logs that it's requesting every page listed in the manifest. If I turn off Airplane mode, and load the app, I can see the first file it's requesting is my main.html file (which is both listed in the manifest, and has the manifest=... attribute). It then requests the manifest, and all my other files, getting 200's for all (and 304's for anything requested a second time during this load). When I load the page in Chrome, and click around, the logs show the only thing it's trying to reach on the server is "/favicon.ico" (which is a 404, and which I don't think iOS Safari tries to load, anyway). All of the files listed in the manifest are valid and served without error. The Chrome inspector lists, under "APPLICATION CACHE", all the cached files I've listed which I expect. The entire set of files is about 50 KB, way under any limit on offline resources that I've found. Is this supposed to work, i.e., am I supposed to be able to create an offline iOS app using only HTML/CSS/JS? And where do I go about figuring out why it's failing to work offline? (Related but doesn't sound quite the same to me, since it's about Safari and not a standalone app: "Can't get a web app to work offline on iPod")

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  • iOS OpenGL ES 1.1 jerky animation using CADisplayLink (reboot fixes for a while)

    - by timthecoder
    I'm using OpenGL ES 1.1 and CADisplayLink to animate a 3d scene. If the iOS device has been rebooted fairly recently, the animation is smooth and the time delta between two displayLink.timestamp calls is fairly even. But after a few hours or days of the iOS device being used and my app is sometimes run a few times, the animation becomes jerky and the time deltas ramp up and then reset to a lower value only to ramp up again. Like this: 2012-09-01 23:42:58.770 [2678:707] dt= 0.021139 2012-09-01 23:42:58.787 [2678:707] dt= 0.022183 2012-09-01 23:42:58.804 [2678:707] dt= 0.023223 2012-09-01 23:42:58.820 [2678:707] dt= 0.024270 2012-09-01 23:42:58.837 [2678:707] dt= 0.009679 2012-09-01 23:42:58.853 [2678:707] dt= 0.010750 2012-09-01 23:42:58.870 [2678:707] dt= 0.011766 2012-09-01 23:42:58.887 [2678:707] dt= 0.012806 2012-09-01 23:42:58.903 [2678:707] dt= 0.013847 2012-09-01 23:42:58.920 [2678:707] dt= 0.014890 2012-09-01 23:42:58.937 [2678:707] dt= 0.015933 2012-09-01 23:42:58.953 [2678:707] dt= 0.016976 2012-09-01 23:42:58.970 [2678:707] dt= 0.018011 2012-09-01 23:42:58.987 [2678:707] dt= 0.019055 2012-09-01 23:42:59.003 [2678:707] dt= 0.020097 2012-09-01 23:42:59.020 [2678:707] dt= 0.021143 2012-09-01 23:42:59.037 [2678:707] dt= 0.022181 2012-09-01 23:42:59.054 [2678:707] dt= 0.023222 2012-09-01 23:42:59.071 [2678:707] dt= 0.024288 2012-09-01 23:42:59.087 [2678:707] dt= 0.009624 2012-09-01 23:42:59.103 [2678:707] dt= 0.010728 2012-09-01 23:42:59.121 [2678:707] dt= 0.011763 2012-09-01 23:42:59.137 [2678:707] dt= 0.012808 2012-09-01 23:42:59.153 [2678:707] dt= 0.013847 2012-09-01 23:42:59.170 [2678:707] dt= 0.014891 2012-09-01 23:42:59.187 [2678:707] dt= 0.016002 2012-09-01 23:42:59.203 [2678:707] dt= 0.016979 2012-09-01 23:42:59.220 [2678:707] dt= 0.018016 2012-09-01 23:42:59.237 [2678:707] dt= 0.019042 2012-09-01 23:42:59.253 [2678:707] dt= 0.020099 2012-09-01 23:42:59.270 [2678:707] dt= 0.021138 2012-09-01 23:42:59.287 [2678:707] dt= 0.022185 2012-09-01 23:42:59.304 [2678:707] dt= 0.023222 2012-09-01 23:42:59.320 [2678:707] dt= 0.024265 2012-09-01 23:42:59.337 [2678:707] dt= 0.009681 2012-09-01 23:42:59.354 [2678:707] dt= 0.010736 And then if the iOS device is rebooted the animation is smooth again. The problem even occurs on my menu screen when almost no game related calculations are going on in the UpdateAnimation() function. I don't understand what is going on and why a fresh reboot will always fix this problem for a while.

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  • Is Safari on iOS 6 caching $.ajax results?

    - by user1684978
    Since the upgrade to iOS 6, we are seeing Safari's web view take the liberty of caching $.ajax calls. This is in the context of a PhoneGap application so it is using the Safari WebView. Our $.ajax calls are POST methods and we have cache set to false {cache:false}, but still this is happening. We tried manually adding a timestamp to the headers but it did not help. We did more research and found that Safari is only returning cached results for web services that have a function signature that is static and does not change from call to call. For instance, imagine a function called something like: getNewRecordID(intRecordType) This function receives the same input parameters over and over again, but the data it returns should be different every time. Must be in Apple's haste to make iOS 6 zip along impressively they got too happy with the cache settings. Has anyone else seen this behavior on iOS 6? If so, what exactly is causing it? The workaround that we found was to modify the function signature to be something like this: getNewRecordID(intRecordType, strTimestamp) and then always pass in a timestamp parameter as well, and just discard that value on the server side. This works around the issue. I hope this helps some other poor soul who spends 15 hours on this issue like I did!

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  • Facebook-ios-sdk with embedded UIWebView

    - by Benchtop Creative
    I'm working with the new facebook-ios-sdk and have successfully integrated the api into my native app. I am able to authenticate a user and properly setup permissions using a popup dialog with the ios-sdk classes. For a portion of my app I need to use the facebook connection within a UIWebView, using javascript and html to process data within the webview. Given that the user is already logged in and authenticated via the above routine, I would have assumed that the UIWebView would share those credentials, or that there would at least be some way to pass or assign the credentials to the webview. Unfortunately, I found this earlier post which seems to suggest that this scheme doesn't quite work (iOS - being logged-in in a webView after logging in with the SDK). Has anyone else encountered this and/or found a work around? This seems like it would be a fairly straightforward use case given that I'm not trying to launch mobile safari or something like that - it's all within the same native app. It just seems like there must be some sort of easy trick or setting that I'm missing. Maybe somehow setting cookies in the new UIWebView? or something like this?

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  • Shooter in iOS and a visible Aim line before shooting

    - by London2423
    I have to questions. I am trying to develop a game that is iOS but I did it first in my computer so I can tested there. I was able to must of it for PC but I am having a very hard time with iOS port The problem I do have is that I don't know how to shout in iOS. To be more specific how to line render in iOS This is the script I use in my computer using UnityEngine; using System.Collections; public class NewBehaviourScript : MonoBehaviour { LineRenderer line; void Start () { line = gameObject.GetComponent<LineRenderer>(); line.enabled = false; } void Update () { if (Input.GetButtonDown ("Fire1")) { StopCoroutine ("FireLaser"); StartCoroutine ("FireLaser"); } } IEnumerator FireLaser () { line.enabled = true; while (Input.GetButton("Fire1")) { Ray ray = new Ray(transform.position, transform.forward); RaycastHit hit; line.SetPosition (0, ray.origin); if (Physics.Raycast (ray, out hit,100)) { line.SetPosition(1,hit.point); if (hit.rigidbody) { hit.rigidbody.AddForceAtPosition(transform.forward * 5, hit.point); } } else line.SetPosition (1, ray.GetPoint (100)); yield return null; } line.enabled = false; { } } } Which part I have to change for iOS? I already did in the iOS the touch giu event so my player move around in the xcode/Iphone but I need some help with the shouting part. The second part of the question is where I do have to insert or change the script in order to first aim and I DO see the line of aim and then shout. Now the player can only shout. It can not aim at the gameobject, see the the line coming out of the gun aiming at the object and then shout? How I can do that. Everyone tell me Line render but that's what i did Thank you

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  • Dynamic libraries are not allowed on iOS but what about this?

    - by tapirath
    I'm currently using LuaJIT and its FFI interface to call C functions from LUA scripts. What FFI does is to look at dynamic libraries' exported symbols and let the developer use it directly form LUA. Kind of like Python ctypes. Obviously using dynamic libraries is not permitted in iOS for security reasons. So in order to come up with a solution I found the following snippet. /* (c) 2012 +++ Filip Stoklas, aka FipS, http://www.4FipS.com +++ THIS CODE IS FREE - LICENSED UNDER THE MIT LICENSE ARTICLE URL: http://forums.4fips.com/viewtopic.php?f=3&t=589 */ extern "C" { #include <lua.h> #include <lualib.h> #include <lauxlib.h> } // extern "C" #include <cassert> // Please note that despite the fact that we build this code as a regular // executable (exe), we still use __declspec(dllexport) to export // symbols. Without doing that FFI wouldn't be able to locate them! extern "C" __declspec(dllexport) void __cdecl hello_from_lua(const char *msg) { printf("A message from LUA: %s\n", msg); } const char *lua_code = "local ffi = require('ffi') \n" "ffi.cdef[[ \n" "const char * hello_from_lua(const char *); \n" // matches the C prototype "]] \n" "ffi.C.hello_from_lua('Hello from LUA!') \n" // do actual C call ; int main() { lua_State *lua = luaL_newstate(); assert(lua); luaL_openlibs(lua); const int status = luaL_dostring(lua, lua_code); if(status) printf("Couldn't execute LUA code: %s\n", lua_tostring(lua, -1)); lua_close(lua); return 0; } // output: // A message from LUA: Hello from LUA! Basically, instead of using a dynamic library, the symbols are exported directly inside the executable file. The question is: is this permitted by Apple? Thanks.

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  • Is an app that does nothing but link to a web site functional enough to meet Apple's iOS guidelines?

    - by Pointy
    I don't hang out on Programmers enough to know whether this question is "ok", so my apologies if not. I tried to make the title obvious so at least it can be closed quickly :-) The question is simple. My employer wants "home screen presence" (or at least the possibility thereof) on iOS devices (also Android but I'm mostly interested in Apple at the moment). Our actual application will be a pure web-delivered mobile-friendly application, so what we want on the homescreen is basically something that just acts as a link to bring up Safari (or Chrome now I guess; not important). I'm presuming that that's more-or-less possible; if not then that would be interesting too. I know that the Apple guidelines are such that low-functionality apps are generally rejected out of hand. There are a lot of existing apps that seem (to me) less functional than a link to something useful, but I'm not Apple of course. Because this seems like a not-too-weird situation, I'm hoping that somebody knows it's either definitely OK (maybe because there are many such apps) or definitely not OK. Note that I know about things like PhoneGap and I don't want that, at least not at the moment.

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  • iOS Efficiency File Saving Efficiency

    - by Guvvy Aba
    I was working on my iOS app and my goal is to save a file that I am receiving from the internet bit by bit. My current setup is that I have a NSMutableData object and I add a bit of data to it as I receive my file. After the last "packet" is received, I write the NSData to a file and the process is complete. I'm kind of worried that this isn't the ideal way to do it because of the limitations of RAM in a mobile device and it would be problematic to receive large files. My next thought was to implement a NSFileHandle so that as the file arrives, it would be saved to the disk, rather than the virtual memory. In terms of speed and efficiency, which method do you think will work decently on an iOS device. I am currently using the first, NSMutableData approach. Is it worth changing my app to use the NSFileHandle? Thanks in advance, Guvvy

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  • Looking for how-to use UIGraphicsSetPDFContextURLForRect on iOS or Cocoa

    - by user1676332
    I'm playing to manipulate PDF on iOS (display but also and mostly generation). I wish to embed rectangular areas which act as "external" links (URLs like http://host.tld/path/file). Do you know where I can find an example(s) of how to use the UIGraphicsSetPDFContextURLForRect function? I find absolutly nothing on Internet. If I understand well, the only requirement is that the current graphic context should be PDF "type" and I think I respect this since, upstream, I call UIGraphicsPushContext why my PDF context as parameter (this was anyway required for methods like drawAtPoint: that I use also with success). I do not think it is important but just in case I specify that this DOES NOT take place in the drawRect: of a View subclass. You're quite right to say me unequivocally that I have "all wrong". The graphical environment is so sophisticated and rich in iOS that I assume to have not assimilated more than 1 or 2% for now. Thank you in advance.

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  • IOS where to put the configuration of facebook sdk

    - by Carol Smith
    I am trying to integrated my IOS 7 application with Facebook SDK I following this official tutorial https://developers.facebook.com/docs/ios/getting-started which states Configure the .plist Follow these three steps: Create a key called FacebookAppID with a string value, and add the app ID there. Create a key called FacebookDisplayName with a string value, and add the Display Name you configured in the App Dashboard. Create an array key called URL types with a single array sub-item called URL Schemes. Give this a single item with your app ID prefixed with fb. This is used to ensure the application will receive the callback URL of the web-based OAuth flow. The finished .plist should look something like this: My question is where to put these values? They already put this image, maybe it helps you to answer me Edit The problem that I don't have any plist file in my framework in xcode and I can't add a new one because if i did, I would have to add all the variables that you see in the image but the tutorial just stated about some of them

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  • QML 5.3 iOS compilation of pure QML app

    - by Nathaniel Johnson
    I have an application written in QML. Initially, I used the standard C++ bootstrap for the app. int main(int argc, char *argv[]) { QApplication app(argc, argv); // A bunch of components and data models written in C++ QQmlApplicationEngine engine; engine.load(QUrl(QStringLiteral("qrc:///main.qml"))); return app.exec(); } The bulk of the app is in QML and the more I work with QML, the happier I am with it and the more I feel comfortable converting the C++ pieces to QML. So, it comes to one risk that I wanted to ask about. If I convert the app to a pure QML application like the kind generated by the Qt Quick UI application wizard with no C++ and designed to be run with qmlscene will I be able to compile it for iOS when the time to port it comes or will I end up just converting it back to the C++ loader form? TL;DR Can pure QML (no C++) apps be compiled and run on iOS devices?

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  • presentViewController or presentModalViewController not supporting orientation in iOS 6

    - by Prateek
    I am new to this technology. I am using this code if ([self respondsToSelector:@selector(presentViewController:animated:completion:)]) { [self presentViewController:navigationControllerCustom animated:YES completion:nil]; } else { [self presentModalViewController:navigationControllerCustom animated:YES]; } My application has two orientation Portrait and Portrait upside down. This code works well with iOS 5.1, but orientation does not work on iOS 6 I have also added this code on my navigationControllerCustom class - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { return (interfaceOrientation == UIInterfaceOrientationPortrait || interfaceOrientation == UIInterfaceOrientationPortraitUpsideDown); } -(NSUInteger)supportedInterfaceOrientations { return (UIInterfaceOrientationMaskPortrait | UIInterfaceOrientationMaskPortraitUpsideDown); } Please help me to solve this issue. Thanks in advance.

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  • iOS and Infrared

    - by Mustafa
    Is it possible to communicate with an Infrared device (USB Infrared, TV, Mobile Phone, etc) using iOS (iPhone or iPad)? Well, i know it's possible, since there are many remote/universal remote applications in the AppStore. I basically want to know how? What are the limitations and requirements? What kind of additional hardware is required? If it's available in the market? Which protocols should i know about? Which iOS libraries can help me in the process. Can anyone point me in the right direction. Thanks.

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  • Facebook iOS SDK Share Dialog - Sharing on a Friend's Wall

    - by JPK
    Is it possible to use the Facebook iOS SDK Share Dialog to share on a Friend's Wall? I know that it is possible to do this using the Feed Dialog, but that provides the user with a less than optimal experience, and seems to be discouraged by Facebook. It would be fantastic if we could configure the Share Dialog to share with one particular friend. Additionally, is there a way to share with a friend privately (such that it would be sent to Messages)? I have researched pretty extensively and it seems like there is not a way to do either of these things using the iOS SDK - I would just like to confirm that I am not missing something.

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