-(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
#import <MessageUI/MessageUI.h>
and Declare the MFMaileComposeViewControllerDelegate
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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.
NSMutableArray*menuanimationImages =[[NSMutableArray alloc] init];for(int aniCount =1; aniCount <21; aniCount++){NSString*fileLocation =[[NSBundle mainBundle] pathForResource:[NSString stringWithFormat:@"bg%i", aniCount +1] ofType:@"png"];// here is the code to pre-render the imageUIImage*frameImage =[UIImage imageWithContentsOfFile: fileLocation];UIGraphicsBeginImageContext(frameImage.size);CGRect rect =CGRectMake(0,0, frameImage.size.width, frameImage.size.height);[frameImage drawInRect:rect];UIImage*renderedImage =UIGraphicsGetImageFromCurrentImageContext();UIGraphicsEndImageContext();[menuanimationImages addObject:renderedImage];}
settingsBackground.animationImages = menuanimationImages;
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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.
IMO there are 3 things you can do to make testing non-consumables bearable:
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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.
NSString*pathToMusicFile1 =[[NSBundle mainBundle] pathForResource:@"alarm" ofType:@"mp3"];NSError*error;
alarmSound =[[AVAudioPlayer alloc]initWithContentsOfURL:[NSURL fileURLWithPath:pathToMusicFile1] error:&error];NSLog(@"Song1 Loaded");if(alarmSound ==nil){NSLog(@"Error playing sound");}else{
alarmSound.numberOfLoops =20;
alarmSound.volume =1.0;[alarmSound play];}
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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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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:
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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..)
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