Thursday, August 26, 2010
Thursday, July 1, 2010
Wednesday, May 5, 2010
Sharing custom data between two iPhone applications
In my iPhone application work, recently one issue came up. It is separating an iPhone application that I am developing into two applications while sharing custom data (i.e., images and text files) between two applications. So, I googled several forums with this issue. Here is my findings.
1) Using a server as a storage
2) Using a URL scheme
3) Using the pasteborad (UIPasteboard)
3) Using an "Address book" area
None of these was appropriate for my project where I need to share several images (1600x1200) and text files on a device without connection to a server. So, at this moment, I conclude that there is no way to share custom data between two iPhone applications.
[Reference 1] [Reference 2] [Reference 3] [Reference 4]
1) Using a server as a storage
2) Using a URL scheme
3) Using the pasteborad (UIPasteboard)
3) Using an "Address book" area
None of these was appropriate for my project where I need to share several images (1600x1200) and text files on a device without connection to a server. So, at this moment, I conclude that there is no way to share custom data between two iPhone applications.
[Reference 1] [Reference 2] [Reference 3] [Reference 4]
Thursday, April 29, 2010
Code Sign Error after reinstalling provisioning profile
Sometimes Xcode project file easily gets messed up. For example, when I try to rebuild my application that worked well with my previous provisioning file yesterday, however I reinstall my provisioning file today. In this case, following error message can be show up;
"Code Sign Error: Provisioning Profile (long string) can't be found."
Here is an easy solution.
1) Open the project file in a text editor:
The .xcodeproj file is actually not a file but a directory, like an application bundle. So, you can right click it in Finder to open. Then, select "package contents". Now, you will see several files. The actual project file is "project.pbxproj". Open it in a text editor.
2) Search provisioning profile setting and manually erase the lines. Save the project file:
They will look like these;
PROVISIONING_PROFILE = "xxxxxx.....xxxxx";
"PROVISIONING_PROFILE[sdk=iphoneos*]" = "xxxxxx.....xxxxx";
3) Reopen the project in Xcode and go to the settings to reselect your new provisioning profile.
"Code Sign Error: Provisioning Profile (long string) can't be found."
Here is an easy solution.
1) Open the project file in a text editor:
The .xcodeproj file is actually not a file but a directory, like an application bundle. So, you can right click it in Finder to open. Then, select "package contents". Now, you will see several files. The actual project file is "project.pbxproj". Open it in a text editor.
2) Search provisioning profile setting and manually erase the lines. Save the project file:
They will look like these;
PROVISIONING_PROFILE = "xxxxxx.....xxxxx";
"PROVISIONING_PROFILE[sdk=iphoneos*]" = "xxxxxx.....xxxxx";
3) Reopen the project in Xcode and go to the settings to reselect your new provisioning profile.
Thursday, April 22, 2010
Monday, April 19, 2010
Using camera in your iPhone Application
Here are some of cool stuffs that can be referred for iPhone application development using build-in camera.
1. iPhone Camera Overlay App With Custom Button Example
2. Custom camera applications development using iPhone SDK
3. Custom UIImagePickerController camera view
1. iPhone Camera Overlay App With Custom Button Example
2. Custom camera applications development using iPhone SDK
3. Custom UIImagePickerController camera view
Wednesday, April 7, 2010
Using 3D models on iPhone
iPhone SDK mesh COLLADA import
OSG new release supporting OpenGL ES
OSG on iPhone
OSG for iPhone support isn't still released (by Robert Osfield, Mar 1st 2010). But, we can try to use above changes by Thomas Holgarth.
OSG new release supporting OpenGL ES
OSG on iPhone
OSG for iPhone support isn't still released (by Robert Osfield, Mar 1st 2010). But, we can try to use above changes by Thomas Holgarth.
Tuesday, April 6, 2010
Friday, April 2, 2010
Wednesday, February 24, 2010
Public vs. Private vs. Protected
Public members can be accessed by any function in the program.
Private members can only be accessed by other functions within the class.
Protected members is accessible to members of classes that inherit from the class in addition to the class itself and any friends
Private members can only be accessed by other functions within the class.
Protected members is accessible to members of classes that inherit from the class in addition to the class itself and any friends
Overloading vs. Overriding
Overloading is when you define two methods with the same name, in the same class, distinguished by their parameters.
-> Overloading is resolved at compile time.
Overriding is when you redefine a method that has already been defined in a parent class (using the exact same parameters).
-> Overriding is resolved at runtime (based on the type of the implicit first parameter).
-> Overloading is resolved at compile time.
Overriding is when you redefine a method that has already been defined in a parent class (using the exact same parameters).
-> Overriding is resolved at runtime (based on the type of the implicit first parameter).
Thursday, February 18, 2010
Google developing a translator
Wow! It will be very useful if it can really instantly translate during phone calls.
Google developing a translator for smartphones
Google developing a translator for smartphones
Wednesday, February 17, 2010
C++ Static Functions
C++ Static Functions
Static member functions have a class scope and they do not have access to the 'this' pointer of the class. When a member is declared as static, a static member of class, it has only one data for the entire class even though there are many objects created forthe class. The main usage of static function is when the programmer wants to have a function which is accessible even when the class is not instantiated.
Static member functions have a class scope and they do not have access to the 'this' pointer of the class. When a member is declared as static, a static member of class, it has only one data for the entire class even though there are many objects created forthe class. The main usage of static function is when the programmer wants to have a function which is accessible even when the class is not instantiated.
Monday, February 15, 2010
Friday, February 5, 2010
Wednesday, January 20, 2010
Universal C/C++ Static Library for iPhone simulator and device by GCC compiling
This shows how to create universal static library to use c/c++ code for iPhone applications. Here, my cpp code is MathFuncsLib.cpp and MathFuncsLib.h.
I created following script file and run it to get "libMathFuncsLib-fat.a".
#!/bin/bash
/Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin/gcc-4.2 -isysroot /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.1.2.sdk -mmacosx-version-min=10.5 -D__IPHONE_OS_VERSION_MIN_REQUIRED=30000 -arch i386 -c -o MathFuncsLib_i386.o MathFuncsLib.cpp
/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/gcc-4.2 -isysroot /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.1.2.sdk -miphoneos-version-min=3.0 -arch armv6 -c -o MathFuncsLib_armv6.o MathFuncsLib.cpp
/Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin/ar rc MathFuncsLib_i386.a MathFuncsLib_i386.o
/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/ar rc MathFuncsLib_armv6.a MathFuncsLib_armv6.o
/Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin/ranlib MathFuncsLib_i386.a
/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/ranlib MathFuncsLib_armv6.a
lipo MathFuncsLib_i386.a MathFuncsLib_armv6.a -create -output libMathFuncsLib-fat.a
I created following script file and run it to get "libMathFuncsLib-fat.a".
#!/bin/bash
/Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin/gcc-4.2 -isysroot /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.1.2.sdk -mmacosx-version-min=10.5 -D__IPHONE_OS_VERSION_MIN_REQUIRED=30000 -arch i386 -c -o MathFuncsLib_i386.o MathFuncsLib.cpp
/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/gcc-4.2 -isysroot /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.1.2.sdk -miphoneos-version-min=3.0 -arch armv6 -c -o MathFuncsLib_armv6.o MathFuncsLib.cpp
/Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin/ar rc MathFuncsLib_i386.a MathFuncsLib_i386.o
/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/ar rc MathFuncsLib_armv6.a MathFuncsLib_armv6.o
/Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin/ranlib MathFuncsLib_i386.a
/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/ranlib MathFuncsLib_armv6.a
lipo MathFuncsLib_i386.a MathFuncsLib_armv6.a -create -output libMathFuncsLib-fat.a
Labels:
cross compiling,
gcc,
iPhone,
static library,
universal binary
Universal C/C++ Static Library for iPhone simulator and device using Xcode
In my previous post, I googled many articles to create universal static library by using shell script. However, here is a simple and easy way to create universal static library that can be used for both iPhone Simulator and device.
How to create universal C/C++ static library using Xcode
1. Create a new project using Xcode: iPhone OS->Application->OpenGL ES Application using Xcode (e.g., MathFuncsLib)
2. Delete all files from Classes
3. Delete "main.m" from Other Sources
4. Delete the current target "MathFuncsLib"
5. Create new static library target "MathFuncsLib"
6. Add your header (e.g., MathFuncsLib.h) and source (e.g., MathFuncsLib.cpp) files for MathFuncsLib into in Classes
7. Select active SDK: Simulator - your SDK version and Build (library file for x86 architecture)
8. Select active SDK: Device - your SDK version and Build (library file for arm architecture)
9. Find library files for each architecture under a build folder and change their file name appropriately. For example "MathFuncsLib-x86.a" and "MathFuncsLib-arm.a"
10. Copy them into any same folder
11. Create universal static library by running "lipo MathFuncsLib-x86.a MathFuncsLib-arm.a -create -output libMathFuncsLib-fat.a" in Terminal
How to use universal C/C++ static library in your iPhone application
1. Create your iPhone application
2. Open Info for Target, and on Build tab, add your library name for Linking->Other Linker Flags (you should use this format: -l[your library name]. In my case, -lMathFuncsLib-fat)
3. If you create separate folders for library such as "Include" for header files and "Lib" for library file, add them for Search Paths->Header Search Paths and Library Search Paths on the Build tab
4. Import header file for library in your application (e.g., #import "MathFuncsLib/MathFuncsLib.h")
5. Build and Go application
6. If you want to look at your application on iPhone device, you also need to follow the instruction to install your application on device by using "Apple Developer Program"
How to create universal C/C++ static library using Xcode
1. Create a new project using Xcode: iPhone OS->Application->OpenGL ES Application using Xcode (e.g., MathFuncsLib)
2. Delete all files from Classes
3. Delete "main.m" from Other Sources
4. Delete the current target "MathFuncsLib"
5. Create new static library target "MathFuncsLib"
6. Add your header (e.g., MathFuncsLib.h) and source (e.g., MathFuncsLib.cpp) files for MathFuncsLib into in Classes
7. Select active SDK: Simulator - your SDK version and Build (library file for x86 architecture)
8. Select active SDK: Device - your SDK version and Build (library file for arm architecture)
9. Find library files for each architecture under a build folder and change their file name appropriately. For example "MathFuncsLib-x86.a" and "MathFuncsLib-arm.a"
10. Copy them into any same folder
11. Create universal static library by running "lipo MathFuncsLib-x86.a MathFuncsLib-arm.a -create -output libMathFuncsLib-fat.a" in Terminal
How to use universal C/C++ static library in your iPhone application
1. Create your iPhone application
2. Open Info for Target, and on Build tab, add your library name for Linking->Other Linker Flags (you should use this format: -l[your library name]. In my case, -lMathFuncsLib-fat)
3. If you create separate folders for library such as "Include" for header files and "Lib" for library file, add them for Search Paths->Header Search Paths and Library Search Paths on the Build tab
4. Import header file for library in your application (e.g., #import "MathFuncsLib/MathFuncsLib.h")
5. Build and Go application
6. If you want to look at your application on iPhone device, you also need to follow the instruction to install your application on device by using "Apple Developer Program"
Friday, January 15, 2010
Thursday, January 14, 2010
How to copy iPhone Application Data to Mac computer
1) Navigate to the app on your phone via the XCode Organizer.
2) Click the triangle on the left of your app's name to show the "Application Data" field.
3) Press the down arrow on the right side of that to download it.
4) Save the application data into your local folder.
--> "Document", "Library", and "tmp" folders will be saved.
2) Click the triangle on the left of your app's name to show the "Application Data" field.
3) Press the down arrow on the right side of that to download it.
4) Save the application data into your local folder.
--> "Document", "Library", and "tmp" folders will be saved.
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