|
CGameProgrammer posted:It would be an app distributed in the App Store so it would need to be signed. Guess it's not really doable without buying a Mac? Hm. Disappointing. Yeah, it's not worth the trouble. You can get a used Mac Mini or something for a couple of hundred, or like the guy said install Mac OS X in a VM.
|
# ? Apr 14, 2012 15:08 |
|
|
# ? Jun 6, 2024 07:05 |
|
haveblue posted:Yeah, it's not worth the trouble. You can get a used Mac Mini or something for a couple of hundred, or like the guy said install Mac OS X in a VM. ...another question: how do you test applications that use accelerometers, or the camera, etc? It sounds like you have to deploy them onto the target hardware, but how do you do that without going through the App Store (which is obviously only for finished and released products)? CGameProgrammer fucked around with this message at 19:21 on Apr 14, 2012 |
# ? Apr 14, 2012 19:14 |
|
CGameProgrammer posted:So it's possible to buy and install Mac OSX without a Mac? Yes. It's possible to install in VMWare, and it is also possible to install on regular PC hardware (if you use the right components). Both of these things are not exactly...legit. And involve using community 'tools' to boot using an unedited OSX image or hacked versions of the OSX image. CGameProgrammer posted:...another question: how do you test applications that use accelerometers, or the camera, etc? It sounds like you have to deploy them onto the target hardware, but how do you do that without going through the App Store (which is obviously only for finished and released products)? XCode can deploy to a device as long as you setup a provisioning profile for that device, which can be done in the Apple developer member area. You can also deploy to devices using things like TestFlight, but you still need to setup provisioning profiles. The provisioning profiles you get this way are temporary and for development / testing purposes only. xgalaxy fucked around with this message at 20:03 on Apr 14, 2012 |
# ? Apr 14, 2012 19:56 |
|
CGameProgrammer posted:So it's possible to buy and install Mac OSX without a Mac? You can buy Snow Leopard without a Mac. I'm not sure if you can install it on a non-Mac, or in a VM whose host isn't OS X, and still abide by the license agreement. quote:...another question: how do you test applications that use accelerometers, or the camera, etc? It sounds like you have to deploy them onto the target hardware, but how do you do that without going through the App Store (which is obviously only for finished and released products)? Pay $100/yr to Apple and you too can put applications you develop on the iOS device you bought.
|
# ? Apr 14, 2012 20:52 |
|
pokeyman posted:You can buy Snow Leopard without a Mac. I'm not sure if you can install it on a non-Mac, or in a VM whose host isn't OS X, and still abide by the license agreement. You can't, the license specifies that the OS must run on Apple-manufactured physical hardware.
|
# ? Apr 14, 2012 21:09 |
|
It looks like that Learning Core Audio book has finally been released. I've read a good amount of the in-progress version and it seems very good. I wish it had been out when I had first started learning Core Audio, but I think there's still a lot I can learn from it.
|
# ? Apr 14, 2012 21:33 |
|
Gordon Cole posted:It looks like that Learning Core Audio book has finally been released. I've read a good amount of the in-progress version and it seems very good. I wish it had been out when I had first started learning Core Audio, but I think there's still a lot I can learn from it. drat. That thing has been in pre-print for YEARS. Like I remember looking into it in 2006. Guess it's finally time to get it.
|
# ? Apr 14, 2012 21:45 |
|
So I am somebody with essentially no experience who is teaching myself to program, and I have a question that is probably stupid. I am a college student, and the online system to register for courses here is pretty poo poo. I feel like I could dramatically improve the user interface, but I'm not sure how possible that is. So my question is, would it be at all possible to make an app that would interact with the existing web site by automatically submitting forms and clicking links so that I could arrange the data in a non-retarded format without actually having access to the backend? Like I said, I'm still pretty much teaching myself at this point, so I'm just trying to figure out if it's even possible so that I don't devote a bunch of time and effort to trying to figure out how to do it if it's not.
|
# ? Apr 15, 2012 07:02 |
|
It is definitely technically possible. Your app will need to emulate the requests that would be made via the normal web interface, including whatever authentication the registration site uses. This may be straightforward or an obnoxious reverse-engineering effort, depending on how the system's been engineered. You have a major advantage, though, in that web technologies are pretty hard to obfuscate. The first place to start is to capture the HTML and Javascript used by the registration page and try to understand everything it's doing and how it interacts with the server. That can be a really good lesson in and of itself. \/ Oh, and that, of course. As an unofficial client of the registration servers, the admins will have no compunctions at all about breaking you. rjmccall fucked around with this message at 07:39 on Apr 15, 2012 |
# ? Apr 15, 2012 07:37 |
|
Probably, but if they change things around your app will break.
|
# ? Apr 15, 2012 07:37 |
|
Definitely possible and, assuming your app works at all, it'll get some solid use too. Why does every school with a CS department have a terrible website? Anyway, your app will break down into three parts: 1. Scraping your school website HTML for data (tip: View > View Source in your browser) and submitting forms (ditto). 2. Persisting and modifying that data within the app. 3. Your app's user interface. You'll want to use something like AFNetworking to do the network requests/responses and libxml for scraping (with a little wrapper like the one from DTCoreText (grab the linked file and its .m counterpart, don't need the rest)). That'll get you started actually talking to your school website. If you're new to all this, expect to take a good few hours to a couple days to get to this point, and ask for help whenever you need it. Once you're there, it's up to you whether you implement all the functionality you'll need in the backend (filling out each form, scraping each unique page) or stub out the interface and make the buttons and tables start working. Or start both and meet in the middle. Feel free to ask anything here. No question is too small, so long as you've tried to solve it yourself first.
|
# ? Apr 15, 2012 07:38 |
|
All right, thanks for the responses guys. As somebody who is learning to program by watching lectures on iTunes, I'm pretty far removed from that for the time being, but I'm sure I'll be back with more questions once I get to that point (this will probably be a summer project). It seemed like a decent idea for a practice project just because so much of the structure was already in place, and also because it's something I and others would get a good bit of use out of. Of course, I'm still figuring this stuff out, so it's entirely possible that this is way more ambitious than I had originally thought, but I just wanted to check in and make sure it was possible first.
|
# ? Apr 15, 2012 17:44 |
|
Is anybody else still waiting on their financial reports? I've gotten a few, but still no US report.
|
# ? Apr 15, 2012 20:38 |
|
Yeah. Still waiting for US here too.
|
# ? Apr 15, 2012 21:07 |
|
pokeyman posted:Feel free to ask anything here. No question is too small, so long as you've tried to solve it yourself first. It's probably good I didn't see this yesterday: I spent an hour and a half googling, trying to figure out why my TableView embedded in a custom view wasn't scrolling (but could take interaction -- clicking worked, so it wasn't an issue of user interaction not being set. Turns out I was using ipad controls on my mac's touchpad, trying to two-finger scroll. Which of course doesn't work in the iOS simulator, it wants a click and drag. I discovered my mistake when I accidentally used the wrong gesture to switch back to a browser for another round of fruitless searching. iOS simulator: 1. Kyth: 0.
|
# ? Apr 16, 2012 03:22 |
|
if you want to allow the user to download levels for a game, is there a standard method for that? I'm thinking of using zip files with graphics & xml files and then unzipping them after download. Does that sound OK (as long as my naming convention is rock solid)?
|
# ? Apr 16, 2012 03:39 |
|
If you use something like PhysFS or zziplib you don't even need to unzip them.
|
# ? Apr 16, 2012 04:03 |
|
Doc Block posted:If you use something like PhysFS or zziplib you don't even need to unzip them. One reason you may want to unzip them is to provide better minimal updates, say to fix a bug with one of the assets. This way you don't have to get the entire contents of the zip again, if you are only fixing a single asset. Pick a strategy that works best for the kind of data you have.
|
# ? Apr 16, 2012 08:01 |
|
Why is it so insanely complicated to just make a loving 'Hello World' view that has a UIButton that simply shows another view? Of course, if you choose a tabbed project you have that functionality out of the box, but that's not the point. This poo poo is a CHAPTER in a book.
|
# ? Apr 17, 2012 03:06 |
|
I wanted to share this neat tip I saw on the mailing list. The rules of C allow this to avoid double-indenting:code:
|
# ? Apr 17, 2012 04:22 |
|
Bob Morales posted:Why is it so insanely complicated to just make a loving 'Hello World' view that has a UIButton that simply shows another view? Of course, if you choose a tabbed project you have that functionality out of the box, but that's not the point. Assuming you're using a navigation controller, it's not that complicated: code:
|
# ? Apr 17, 2012 07:10 |
|
And if it's a storyboard, no code needed at all.
|
# ? Apr 17, 2012 07:13 |
|
Anybody got any ideas on why some object files are getting compiled with thumb assembly even when I tell the compiler not to compile thumb? I've tried -mno-thumb and -marm and neither one is stopping the generation of thumb assembly in the resulting binary. I've tried both llvm-gcc and clang. And both are doing this. Clang 3.1 coincidentally does not recognize either switch btw, a bug? Nothing in the project is inline assembly, and I've looked at the compile switches for the object files and I don't see anything wrong. The files, btw, are all libtom* related, and as far as I can tell only these particular object files are getting compiled thumb. otool shows every other object file as arm as requested. I'm pulling my hair out trying to figure out wtf... xgalaxy fucked around with this message at 07:41 on Apr 17, 2012 |
# ? Apr 17, 2012 07:37 |
|
Clang has recognized both of those switches for years. If you're getting warnings about it, it's probably because the flag's being passed to the wrong command (e.g. to the linker). If so, it's innocuous, and it's not a problem as long as the actual compile line has it as well. Are you adding these as CFLAGS? I'm pretty sure there's some specific option to disable thumb, and I wouldn't be surprised if your flag is getting overridden by that; the last relevant option on a line usually wins. I'd need to see an actual command line to diagnose it further.
|
# ? Apr 17, 2012 08:45 |
|
rjmccall posted:Clang has recognized both of those switches for years. If you're getting warnings about it, it's probably because the flag's being passed to the wrong command (e.g. to the linker). If so, it's innocuous, and it's not a problem as long as the actual compile line has it as well. It turns out the -mno-thumb 'Argument unused during compilation' error I was seeing is when it was compiling the i386 version. =x Anyways. It still stands that its compiling thumb when it shouldn't. Below I've attached the command line for one of the object files. quote:/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/llvm-gcc -o build/ios/armv7/release/obj/libtommath/bn_mp_cmp_d.o -c -arch armv7 -mno-thumb -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS5.1.sdk -miphoneos-version-min=4.3 -Wno-trigraphs -fpascal-strings -fmessage-length=0 -pipe -std=gnu99 -gdwarf-2 -x objective-c -fobjc-abi-version=2 -fobjc-legacy-dispatch -Werror -Wall -fno-exceptions -Wno-unused-value -Os -DNDEBUG -D__IPHONE_OS_VERSION_MIN_REQUIRED=40300 -DLTC_SOURCE -DLTC_NO_ASM -DHAVE_UNISTD_H=1 -DSQLITE_OMIT_LOAD_EXTENSION -DSKLOG_IDENT=LIBGG -DSKLOG_ASL -Iinc -Isrc -Ibuild/ios/armv7/release/obj -Isrc -Ibuild/ios/armv7/release/inc -Ibuild/ios/armv7/release/obj/libtomcrypt/src/headers -Isrc/libtomcrypt/src/headers -Ibuild/ios/armv7/release/obj/libtommath -Isrc/libtommath -Ibuild/ios/armv7/release/obj/sqlite -Isrc/sqlite -Ibuild/ios/armv7/release/obj/sanskrit/include -Isrc/sanskrit/include -Ibuild/ios/armv7/release/obj/zlib -Isrc/zlib -Ibuild/ios/armv7/release/obj/platform/ios -Isrc/platform/ios -Ibuild/ios/armv7/release/obj/platform/ios/Extensions -Isrc/platform/ios/Extensions -Ibuild/ios/armv7/release/obj/platform/ios/Reachability -Isrc/platform/ios/Reachability -Ibuild/ios/armv7/release/obj/platform/ios/Facebook -Isrc/platform/ios/Facebook src/libtommath/bn_mp_cmp_d.c
|
# ? Apr 17, 2012 17:14 |
|
Cocos2D iOS: I'm having trouble accessing a parent method from a sprite class. A bunch of the sprite classes are put into a mutable array in the parent class. When a method is called in the child class a sort of timed call to the parent is called later on using CCCallFuncO. But even with a regular method call in the child class to parent won't work! In the child's .h I have code:
code:
LP0 ON FIRE fucked around with this message at 17:30 on Apr 17, 2012 |
# ? Apr 17, 2012 17:25 |
|
Stick a breakpoint on the line where you send -displayMessageBox: and check things out. Is joinedMapsLayer right object (i.e. not nil, right type)? Step into the method call. Does it go where you want?
|
# ? Apr 17, 2012 17:37 |
|
Check and see if self.parent is nil. If you're adding the child sprites to the array yourself, rather than using CCNode's addChild: method, then you'll have to set the child sprite's parent property yourself.
|
# ? Apr 17, 2012 17:50 |
|
pokeyman posted:Stick a breakpoint on the line where you send -displayMessageBox: and check things out. Is joinedMapsLayer right object (i.e. not nil, right type)? Step into the method call. Does it go where you want? I'm not sure where I would find if joinedMapsLayer is nil or not. I made a new method in joinedMapsLayer called test with no parameters and a NSLog inside. When I step into the the line [joinedMapsLayer test]; which is inside the child sprite class I get code:
e: Doc Block posted:Check and see if self.parent is nil. If you're adding the child sprites to the array yourself, rather than using CCNode's addChild: method, then you'll have to set the child sprite's parent property yourself. Wait, this is interesting.
|
# ? Apr 17, 2012 17:53 |
|
At the lldb prompt type po joinedMapsLayer
|
# ? Apr 17, 2012 17:55 |
|
pokeyman posted:At the lldb prompt type po joinedMapsLayer (CCNode *(*)(void)) $1 = 0x00041475 (Flying Adventure`-[JoinedMapsScene joinedMapsLayer] + 1 at JoinedMapsScene.m:15) [no Objective-C description available] By the way Doc Block, I'm trying to look it up, but I don't know how to manually set a child sprite's parent property as of yet. I'm guessing it's really easy. I also need to make sure that this is the problem first.
|
# ? Apr 17, 2012 18:00 |
|
Holy crap you guys are amazing. It would have taken me ages to figure this out by myself. In init, when I when I make a temporary pointer to an array index I just do: tempHummingChar.parent = self; Now it works!
|
# ? Apr 17, 2012 18:08 |
|
Not to be a jerk, but if the parent property wasn't set somewhere then yeah, it isn't going to work. Also, is JoinedMapsLayer a descendent of CCNode? (if it's a descendent of CCLayer then it is). If so, you shouldn't need to make your own mutable array of sprites; each CCNode has its own array of all its children. Just do [joinedMapsLayer addChild:someSprite] or something and it will add it to joinedMapsLayer's CCArray and set someSprite's parent to joinedMapsLayer. And when joinedMapsLayer is drawn all its children will be drawn, etc. Inside your joinedMapsLayer code you can access the child objects by accessing the children property. Check out the documentation for CCNode (1.1 here, 2.0 here) and for CCArray (1.1 here 2.0 here).
|
# ? Apr 17, 2012 21:16 |
|
xgalaxy posted:Anyways. It still stands that its compiling thumb when it shouldn't. I don't know what to tell you, other than that the object file is somehow not making it into the archive. Have you tried a clean rebuild, or failing that a "hard" clean rebuild (i.e. deleting your build directory)?
|
# ? Apr 17, 2012 22:49 |
|
rjmccall posted:I don't know what to tell you, other than that the object file is somehow not making it into the archive. Have you tried a clean rebuild, or failing that a "hard" clean rebuild (i.e. deleting your build directory)? Yep =/ This is happening on two different computers with different version of the compiler tools even.
|
# ? Apr 18, 2012 00:30 |
|
If you run that command yourself in Terminal, does it produce a thumb object file?
|
# ? Apr 18, 2012 00:49 |
|
rjmccall posted:If you run that command yourself in Terminal, does it produce a thumb object file? Holy crap. If I do it manually like this it seems to be producing non-thumb assembly. Looking at the object file directly with otool. WTF Edit: Okay... Looking at the objective file with otool using the command: quote:otool -tv build/ios/armv7/release/obj/libtommath/bn_mp_cmp_d.o Shows non-thumb code. But if I look at the archive file libGG.a with otool using the command: quote:otool -tv build/ios/armv7/release/dist/lib/libGG.a It shows it with thumb code. I'm confused. I guess.. we need -mno-thumb on the linker? xgalaxy fucked around with this message at 01:12 on Apr 18, 2012 |
# ? Apr 18, 2012 01:03 |
|
Doc Block posted:Assuming you're using a navigation controller, it's not that complicated: Yea I figured it out this morning in five minutes, I just needed a break and I need to get a Xcode 4 book.
|
# ? Apr 18, 2012 01:39 |
|
xgalaxy posted:But if I look at the archive file libGG.a with otool using the command: I think otool is just confused. Looking more closely, that code is totally crazy and is almost certainly not actually thumb code. What problem are you actually having?
|
# ? Apr 18, 2012 02:44 |
|
|
# ? Jun 6, 2024 07:05 |
|
rjmccall posted:I think otool is just confused. Looking more closely, that code is totally crazy and is almost certainly not actually thumb code. What problem are you actually having? Client is using Unity3d, which is compiled arm only. Client claims we are using thumb in our native library and that they are getting a crash because of it. They use the otool as proof, and seem unwilling to accept anything but arm only. To be fair, the assembly looks like thumb code, but it seems to be filled with b.n ops every other line... xgalaxy fucked around with this message at 03:26 on Apr 18, 2012 |
# ? Apr 18, 2012 03:23 |