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quote:Here's a possibly dumb question: Assuming I am going to back off and build my knowledge of C or Python, can I still use Xcode for both of those languages? I'm guessing C: yes and Python: no. In fact now that I look more closely at the Python site I'm sure of it. I believe that Xcode supports custom build scripts, so you could in theory use it to write Python, but I wouldn't really recommend it. It'd be better to use a more lightweight text editor like Sublime Text or TextMate along with the command line. Actually, an app I came across recently called CodeRunner would be pretty good for starting out. It seems aimed towards beginners and lets you run your code directly inside the app. It's a lot cheaper than Sublime Text and TextMate too. Even if you do go with CodeRunner you should still learn how to compile and run your code via the command line.
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# ? Feb 3, 2012 00:18 |
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# ? May 16, 2024 18:04 |
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Yes, learn to use the command line to compile your code. Especially for C, C++, and Objective-C, because even if you only use an IDE for your production code, understanding C's separate compilation model is important.
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# ? Feb 3, 2012 01:11 |
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SheepThrowinBoy posted:Is there any advantage/disadvantage to signing up for a cheap community college course or online program to learn these basics, or is that more of a "depends on how you learn" question? To me it's more of a motivation question. Can you spend an hour or two coding each day on your own stuff? If not, maybe taking a class will get you into a text editor.
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# ? Feb 3, 2012 05:10 |
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SheepThrowinBoy posted:Nthing what everyone else has said so far: take a few steps back and just learn how to program in the command prompt for awhile and even drop XCode and open up your text editor and go from there. It's more important to have a base-knowledge of how these languages work and what all the syntaxes can do before you have to start worrying about building a GUI with delegates and events and all that advanced stuff. I taught myself how to program by reading a bunch of books, and the first book I ever read was about C# done through Notepad and compiling through the cmd prompt in Windows. It was absolutely tedious as gently caress, but it taught me a lot about compilers and just let me focus on understanding the syntax of the language -- starting with data types, understanding if/while statements, building into methods and then into classes, etc. Once you have this base-knowledge, then jumping into iOS is less intimidating because instead of learning BOTH language-syntax AND iOS development tools at the same time, you can just learn the development tools and not have to stop and be like "...wait, what exactly is a delegate anyway?" Learn one thing at a time. Learn how to program, then you can learn how to develop a full-fleshed app.
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# ? Feb 3, 2012 17:35 |
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SheepThrowinBoy posted:Is there any advantage/disadvantage to signing up for a cheap community college course or online program to learn these basics, or is that more of a "depends on how you learn" question? If you have any experience with online learning, any suggestions on which program I should consider? I have access to a lot of C books and ebooks via my brother, so if all else fails I'm just going to pour through a couple of those. IMO a community college 'programming' course will consist of 12 weeks of writing retarded poo poo in C++ like "Enter the names of some records and print them out alphabetically" Dink around with Ruby/Python or something for a little bit and jump into C/Objective-C Maybe one of these two books first, then an iPhone programming book One problem with C is that there are a lot of lovely C books out there. Another problem with C is that to do anything useful it's very specific on what libraries and tools you use to build it, so a good book is hard to find. Those two books won't teach you anything Mac-specific (well, the Obj-C one will) but they will do everything ON a Mac, which is a big help for a beginner.
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# ? Feb 3, 2012 18:54 |
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Is it safe to call just [self methodName:] on a method that has only a BOOL parameter? I'm using it on a selector in Cocos2D like this: id actionRestoreEnergy = [CCCallFuncN actionWithTarget:self selector:@selector(restoreHeroEnergy:)]; The only reason I want to do it this way is because that selector doesn't need to send a YES message in that particular instance, and I don't feel like doing all the data stuff and changing my method because it seems like it does the same thing as long as it's not causing leaks to memory and such. edit: Actually this is bad because it is always returning YES with just restoreHeroEnergy: LP0 ON FIRE fucked around with this message at 19:25 on Feb 3, 2012 |
# ? Feb 3, 2012 19:18 |
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LP0 ON FIRE posted:Is it safe to call just [self methodName:] on a method that has only a BOOL parameter? I'm using it on a selector in Cocos2D like this: id actionRestoreEnergy = [CCCallFuncN actionWithTarget:self selector:@selector(restoreHeroEnergy:)]; If the value of the argument doesn't matter, why not just pass in an arbitrary value instead of not passing anything and hoping it works? If you want to make it clear that the parameter doesn't matter in this case, make another method called restoreHeroEnergy that doesn't take any argument and just calls the actual method with a default value. edit: quote:edit: Actually this is bad because it is always returning YES with just restoreHeroEnergy: I imagine that what's actually happening is that self is being passed in as the parameter, which evaluates to true since it isn't null. If you need the value of the parameter to be NO then just pass in NO. dizzywhip fucked around with this message at 19:39 on Feb 3, 2012 |
# ? Feb 3, 2012 19:35 |
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LP0 ON FIRE posted:Is it safe to call just [self methodName:] on a method that has only a BOOL parameter? I'm using it on a selector in Cocos2D like this: id actionRestoreEnergy = [CCCallFuncN actionWithTarget:self selector:@selector(restoreHeroEnergy:)]; I'm curious, what does the implementation get as a parameter when you don't pass one? Or, similarly (in appearance if not explanation), why does it work to give NSTimer a selector that takes no parameters?
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# ? Feb 3, 2012 19:41 |
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CCCallFuncN expects the selector to take a single CCNode* argument. You're not going to get wild misbehavior on any of Apple's current platforms, but the parameter's not going to have a useful value; it's basically just going to be 8 bits out of a pointer value, and which bits you get exactly is platform-dependent.pokeyman posted:I'm curious, what does the implementation get as a parameter when you don't pass one? Or, similarly (in appearance if not explanation), why does it work to give NSTimer a selector that takes no parameters? Well, it's relatively easy to check a selector to see how many parameters it takes, but you actually don't need to in this case: as long as the calling convention isn't callee-pop (which the default CC is not, at least on any of Apple's platforms), it's always safe to pass extra arguments to a function. Well, except that it's undefined behavior and the compiler might optimize it, but (and this is not a promise) the compiler is unlikely to ever do that with ObjC message-sends. rjmccall fucked around with this message at 19:56 on Feb 3, 2012 |
# ? Feb 3, 2012 19:48 |
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I'm working on finding a crash reporting solution for an app we'll be publishing shortly. I came upon Quincy Kit. Is anyone familiar with it and does it work as advertised?
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# ? Feb 3, 2012 19:51 |
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Gordon Cole posted:If the value of the argument doesn't matter, why not just pass in an arbitrary value instead of not passing anything and hoping it works? If you want to make it clear that the parameter doesn't matter in this case, make another method called restoreHeroEnergy that doesn't take any argument and just calls the actual method with a default value. In my case I'm using selector, and if I did want to send any kind of message it would look something like this: [CCCallFuncND actionWithTarget:self selector:@selector(restoreHeroEnergy : data:) data:[[NSNumber numberWithBool:NO] retain]]; And then I'd need to edit the restoreHeroEnergy method and also take into account to release that NSNumber. I guess not such a big deal but why make things look more messy if restoreHeroEnergy in that selector.. but I now know that's not the case. LP0 ON FIRE fucked around with this message at 20:52 on Feb 3, 2012 |
# ? Feb 3, 2012 20:33 |
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I've never used Cocos2D so I'm probably missing something here, but what's the purpose of calling the method that way rather than doing [self restoreHeroEnergy: NO]?
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# ? Feb 3, 2012 21:25 |
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Gordon Cole posted:I've never used Cocos2D so I'm probably missing something here, but what's the purpose of calling the method that way rather than doing [self restoreHeroEnergy: NO]? Good question. I should have cleared that up first. CCCallFuncN can be used on an action definition to be run in a certain sequence with the runAction method. Actions can be used on sprites to move to a certain location, fade out, etc, and then a function action can be run anytime in that sequence to call methods. CCCallFuncN doesn't support just passing any type of parameter, so you need to set it in node data.
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# ? Feb 3, 2012 22:08 |
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Bob Morales posted:Dink around with Ruby/Python or something for a little bit and jump into C/Objective-C C/C++/ObjC are comparatively difficult and not good starter languages for novices.
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# ? Feb 4, 2012 01:50 |
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I'm having a really bizarre issue with NSPopover. I noticed recently that my popovers had stopped animating when they're opened or closed, and I narrowed the cause down to when I changed my app's bundle identifier. When I set the identifier to what it used to be, the popovers start animating again, and when I change it back they stop. I have no idea why that would affect something like this. There are no references to the old identifier anywhere in my project, and it's affecting popovers that were created both before and after the change. Does anyone have any idea why this could be happening?
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# ? Feb 4, 2012 22:47 |
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No idea, and that sounds sufficiently bizarre to file a bug if you can get it down to a simple sample project.
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# ? Feb 5, 2012 23:54 |
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I actually just figured it out after I realized the animation would work for any identifier different from my current one. It requires a bit of background to explain though. A while back I needed to put a color picker in my app, but I hate the lovely floating window the default color picker sits in, so I decided to try and put the color picker into a popover. It's kind of janky, but basically I'm ripping out the contents of that window and just putting them into a view that gets used by the popover. It actually works really well, except that I'm using the color picker with a color well, and when you click on the color well it tries to summon the picker window. I'm getting around that by overriding the activate method of NSColorWell to immediately hide the window as soon as it's summoned. The problem with that is that in Lion, the window animates as it's being opened and closed, so you see the window flash on screen for a moment. I've gotten around that by disabling window animations temporarily when the panel gets opened and closed: code:
I think I'm just going to write my own color well class to avoid this whole situation.
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# ? Feb 6, 2012 07:54 |
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pokeyman posted:In the blog post I linked, look at when the plugin gets initialized (SetupTrackingObject). It reaches into the application to find the main window, then finds the content view of the main window, and inserts the plugin itself as the next responder after the view. What this does is cause any events not handled by the main view (such as touchesBegan, touchesEnded, etc.) to fall through to the plugin, giving the plugin a chance to respond to the events. (What it should also do is set the plugin's next responder to the view's old next responder, so the chain isn't broken. What you should also do is call super so the window doesn't stop working.) hey thanks so much for this, really helped me get closer. Right now I have wacom data coming into my unity builds, doesn't work properly in the editor but thats cool, and it doesn't work when unity goes fullscreen but I think thats part of nsborderlesswindowmask style that unity does... can you fill me in on how to do this part of your advice? : What it should also do is set the plugin's next responder to the view's old next responder, so the chain isn't broken. What you should also do is call super so the window doesn't stop working.) I've looked up super but I'm not sure what you mean.
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# ? Feb 6, 2012 08:14 |
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By the way guys, if any of you are looking for any work to keep the rent paid while in college, oDesk has loving tonnes of iphone/ipad contracts and seems easy to get work in. Don't get too put off by all the indian dudes quoting at $10 an hour, as a lot of people are very wary of that sort of thing and would prefer to pay a bit more for an American who charges fair prices. Caveat emptor, read the "elance is a clusterfuck" thread for some warnings on it all though.
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# ? Feb 6, 2012 09:33 |
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HolyJewsus posted:can you fill me in on how to do this part of your advice? : For the next responder part, you should do code:
code:
What I'm trying to get across is that you're just looking to grab the pressure data, not necessarily swallow all the e.g. mouse down events. If you keep the responder chain intact and call super in your event handlers, all's good. If you don't, you might get weird stuff like buttons not working when you click on them. Of course, if you want to disable the normal functioning of e.g. mouse down, don't call up to super. pokeyman fucked around with this message at 19:15 on Feb 6, 2012 |
# ? Feb 6, 2012 19:12 |
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pokeyman posted:For the next responder part, you should do ah ha!, thanks, gotcha.
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# ? Feb 6, 2012 19:32 |
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Odd question: is there a place where you can copy the text from your user reviews on the App Store? iTunes won't let me select the text.
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# ? Feb 7, 2012 02:14 |
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lord funk posted:Odd question: is there a place where you can copy the text from your user reviews on the App Store? iTunes won't let me select the text. Do you mean reviews you've left or the reviews on apps you own? if it's the latter you could try something like AppViz, the screenshot showing reviews looks like a copyable text field: http://www.ideaswarm.com/images/Reviews.jpg
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# ? Feb 7, 2012 03:13 |
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xelfer posted:Do you mean reviews you've left or the reviews on apps you own? if it's the latter you could try something like AppViz, the screenshot showing reviews looks like a copyable text field: http://www.ideaswarm.com/images/Reviews.jpg Looks good, but I don't know if my laziness about manually typing things in is worth $50.
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# ? Feb 7, 2012 04:13 |
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lord funk posted:Looks good, but I don't know if my laziness about manually typing things in is worth $50. If it is your app, all of the reviews are accessible in iTunes Connect in plain old HTML. There is a link the them on the version detail page; the same place the promo codes button is. skidooer fucked around with this message at 05:32 on Feb 7, 2012 |
# ? Feb 7, 2012 05:29 |
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skidooer posted:If it is your app, all of the reviews are accessible in iTunes Connect in plain old HTML. There is a link the them on the version detail page; the same place the promo codes button is. Brilliant! Thanks.
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# ? Feb 7, 2012 05:46 |
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Any unemployed australians in here up for some work?
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# ? Feb 7, 2012 06:44 |
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full time or contract? private message me details if you like.
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# ? Feb 7, 2012 07:44 |
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duck monster posted:Any unemployed australians in here up for some work? cant reply mailbox is full.
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# ? Feb 7, 2012 10:29 |
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xelfer posted:cant reply mailbox is full. Eep. Let me sort that out now. Ok try now duck monster fucked around with this message at 13:02 on Feb 7, 2012 |
# ? Feb 7, 2012 12:59 |
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WARnold fucked around with this message at 20:31 on Oct 29, 2019 |
# ? Feb 8, 2012 10:37 |
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Isn't this exactly the sort of service that Apple just warned developers to never use? How do you generate your app store reviews?
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# ? Feb 8, 2012 10:42 |
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WARnold fucked around with this message at 20:31 on Oct 29, 2019 |
# ? Feb 8, 2012 10:51 |
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I was going to implement a source list, but it's causing XCode and the Simulator to freak out:code:
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# ? Feb 8, 2012 16:04 |
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Carthag posted:I was going to implement a source list, but it's causing XCode and the Simulator to freak out: Whoa that's weird. I mean that's a classic 'wrong selector' exception which I've seen too many times, but it looks like it's coming from a nib being loaded... I assume it's not reaching any of your personal code? Like some setting in Interface Builder got corrupted? 'ibIsInDesignMode' isn't something you specified, right?
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# ? Feb 8, 2012 18:45 |
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Yeah it's all in the simulator, not my own code. I've just tried these three steps three times with the same result (also with a fresh new project): 1. Create window nib 2. Add a source list 3. Menu: Editor > Simulate Document From the stacktrace it looks like the simulator is loading the nib, and the view then tries to figure out where the data should come from, and apparently has a fallback to some Interface-Builder specific code that explodes? Carthag Tuek fucked around with this message at 19:14 on Feb 8, 2012 |
# ? Feb 8, 2012 19:09 |
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wwb posted:I'm working on finding a crash reporting solution for an app we'll be publishing shortly. I came upon Quincy Kit. Is anyone familiar with it and does it work as advertised? Any ideas? Got buried under real good questions and paying work . . .
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# ? Feb 8, 2012 19:31 |
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WARnold posted:Nope, Apple's warning was about the service in the Toucharcade post. (some company created a network of download bots that downloaded the poo poo out of apps to get them to the top ranks.) How is downloading an app and giving fake reviews not manipulating rankings?
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# ? Feb 8, 2012 19:44 |
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Gordon Cole posted:How is downloading an app and giving fake reviews not manipulating rankings? But they're not fake! The reviewers actually downloaded the app and "took a look" at it, so clearly it is an unbiased objective review that just so happened to have some financial motivation behind it. If there's one thing the internet loves, it's some astroturfing.
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# ? Feb 8, 2012 20:34 |
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# ? May 16, 2024 18:04 |
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Since my entire scene in cocos2D gets replaced during transitions when I still need a text layer to stay unaltered, I needed to abandon cocos2D sprite text for that layer. I added a UIView in front tested the replacement with a UILabel, and everything is running smoothly. But this a UILabel...not outlined sprite text. Does anyone know of some handy code or framework that would work as a good sprite text replacement that can be shown in a UIView?
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# ? Feb 8, 2012 22:46 |