目前分類:IOS (42)

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.h

#import <CoreData/CoreData.h>

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http://furnacedigital.blogspot.tw/2011/09/observer-pattern-nsnotificationcenter.html
 

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http://stackoverflow.com/questions/19556336/how-do-you-add-an-in-app-purchase-to-an-ios-application

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http://www.brianjcoleman.com/tutorial-how-to-add-write-a-review-rate-us-feature-to-your-app/

 

TUTORIAL: WRITE A REVIEW / RATE US

 

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http://stackoverflow.com/questions/2871990/how-to-localize-bundle-display-name-in-iphone-app


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1,新上架ios需要支持64bit
2,打包时注意:
   a,building setting时coding sign将identity和profile选择成我们当前使用的
   b,deployment时选择本软件所支持的最低运行系统,当前为ios7.0课更具引用特点设置
   c,archicture(特别注意),将base sdk选择为最新的ios sdk,然后将build active
      architecture only设置为NO,最后需要手段修改Valid Architectures
   d,加入64位编译,方法如下:
       1,选择Build Setting下Architectures中Architectures选项选择other进行编辑
         为如下$(ARCHS_STANDARD) Standard Architectures(including 64-bit)


   e,icon的修改
      关于icon的修改xcode提供了两种方式
       方法1:
            在General中app icons and launch images中app icons source选项中,
            点击向右箭头,进入设置页面后,将准备好的资源拖入对应的位置即可。(注意:
            一定要拖入正确的资源,不然上传到app store会被驳回拨错),最后即使正确的做了
            这两部,还是要最后检查一下info中的icon files它里面展示的icons与我们设置的
            是否一致。否则还是被驳回,总之需要注意
       方法2:
            与方法1大同小异,主要的区别就是我们在general中app icons and lanchu images
            中的app icons source的下拉选项中don't use asset catalogs,进入以后的用法
            机会和方法1相同,我们只需要分别对每一种规格的资源进行选择即可。


   f,启动页面的修改
      修改启动页面也对象了与上述icon修改相同的两种方法。最重要的就是,按照xcode的提示,在他的
      设置页面中所出现的资源类型,我们都准备好,进行相应地设置。将最大程度的降低驳回的可能。
  


其他:1,版本迭代(ios没审核一次build version需要往上增加,比如一次审核为1,如何审核失败
        重新审核则build version需要设置为2才可以)
     2,在General中bundle Indetifier中可以将报名更改为我们需要的  
     3,






(以上基于xcode6)

http://blog.csdn.net/cytzrs/article/details/44778335

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http://blog.csdn.net/hmt20130412/article/details/40432495


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http://stackoverflow.com/questions/21526773/generate-iphone-application-archive


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http://avionicsdev.esy.es/article.php?id=8&page=1

 

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So, I had this issue too - well I'm pretty sure it's the same one...

We've had an app in the app store for a year or so now and recently we needed to change a bit of content although nothing functional.

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-(BOOL)application:(UIApplication*)application didFinishLaunchingWithOptions:(NSDictionary*)launchOptions
{if(![[NSUserDefaults standardUserDefaults] boolForKey:@"HasLaunchedOnce"]){[[NSUserDefaults standardUserDefaults] setBool:YES forKey:@"HasLaunchedOnce"];[[NSUserDefaults standardUserDefaults] synchronize];}return YES;}

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I just tried this on iOS5 it works. I put animation.image = [myAnimatedView.animationImages lastObject]; right before [myAnimatedView startAnimating]; and the animation stops at the last image. 


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http://stackoverflow.com/questions/11863527/cannot-send-email-in-app-using-mfmailcomposeviewcontroller

First add and Import the MessageUI Framework

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I wouldn't normally recommend using imageNamed and relying on the in-built caching mechanisms. You'll find a lot of discussion on this if you search, but also it won't necessarily pre-render your images anyway.

I use the following code to pre-load and pre-render images so there is no delay when animating the first time through.

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http://stackoverflow.com/questions/7747457/clearing-purchases-from-ios-in-app-purchase-sandbox-for-a-test-user

Does anyone have any ideas on how to reset and/or clear the IOS in-app purchase sandbox? I have an app that I'm testing with the sandbox, and I'd like to test new purchases without having to create a new test user every time I purchase something. If I don't do this, then I (of course) always get a message that the in-app purchase item has already been purchased when I click on my app's buy button.

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I am testing my app on my 3GS iPhone with iOS 4.2

I am using the following code which plays a sound in my IBAction. It works perfectly in the simulator (both iPad and iPhone) - I hear the sound.

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Has anyone had issues playing audio via the SKAction playSoundFileNamed using iOS Sprite Kit through the external speaker of your iOS device? I have the following code that plays the M4A file with no issue through the headphones; however, no audio is played when I unplug the headphones stepping through code it executes just no sound. I have another app that does not use this method and it plays with no issue.

-(void)touchesBegan:(NSSet*)touches withEvent:(UIEvent*)event{/* Called when a touch begins */for(UITouch*touch in touches){CGPoint location =[touch locationInNode:self];SKAction*sound =[SKAction playSoundFileNamed:@"blast.m4a" waitForCompletion:NO];[self runAction:sound];}

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self.view.paused =true;

Worked fine until I needed some animations to happen after somebody hit the pause button. Imagine a new sprite node sliding up from the bottom of the screen that includes some detail about the current score and so on. Using the code above of course all animations would be stopped.

My new idea was to simply stop all nodes that had to be stopped individually. I got that working by using this chunk of code.

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介绍:

Grand Central Dispatch 简称(GCD)是苹果公司开发的技术,以优化的应用程序支持多核心处理器和其他的对称多处理系统的系统。这建立在任务并行执行的线程池模式的基础上的。它首次发布在Mac OS X 10.6 ,iOS 4及以上也可用。

设计:

GCD的工作原理是:让程序平行排队的特定任务,根据可用的处理资源,安排他们在任何可用的处理器核心上执行任务。

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這篇主要講怎麼安裝以及使用Android NDK,
Android NDK簡單地說,就是讓您能夠在你的app當中使用C/C++進行implementation,
它可以把您寫的C/C++ build出一個share object檔案 (*.so) 讓Java call!類似windows中的dll檔!
當然你也可以在JNI call Java method,也就是說是雙向的!
而使用NDK的好處是大概有下面兩個(我只能想到這兩個..)

  1. 效能較好(depends on situation)
  2. 可以控制到底層的裝置



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