Open Source: Library For Easy Data Saving/Loading

There are many ways to save data on iOS devices.  Some like a database are likely overkill for a game, and other methods like serialization are great, but things could still be easier.

I’ve found a very cool time saving library that allows you to easily save and load ints, floats, and NSString’s to an automatically created .PLIST file.  No fuss at all just one line of code to save, or one line to load each of these datatypes.  A nice simple quick solution if you want to install some simple data saving into an app.  If you need to save a few floats of game data it is an ideal solution.

The library is ABLFXSaveSystem from Alexander Blunck and can be found on Github here:
https://github.com/ablfx/ABLFXSaveSystem

A cool example of a simple, but useful open source library.

©2011 iPhone, iOS 4, iPad SDK Development Tutorial and Programming Tips. All Rights Reserved.

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iPad Camera Connection Kit Not Working After JailbreakMe 3.0

Today, a lot of people on Twitter were reaching out to Comex because, after using JailbreakMe 3.0, their Camera Connection Kit for their iPad no longer worked. Comex addressed this issue by saying “Okay, there is a known issue with the Camera Connection Kit and JailbreakMe.“.

A minute later he also said “…It makes me feel bad to ignore peoples’ emails, but last night I was sort of flooded with them.” About 5 hours later, Comex also tweeted that the reason it didn’t work is because he broke ”Invalid Checksum“…

Yes, this is bad for whoever uses a Camera Connection Kit, except that Comex tweeted later that he found the fix for this issue, and it should be out in about 5 minutes.

ImageView display after pressing Button in iPhone

In this application we will see how to image display after pressing button. So let see how it will worked. Another Button Pressed example you can find out from here Change BackgroundColor

Step 1: Open the Xcode, Create a new project using View Base application. Give the application “Button_Fun”.

Step 2: Xcode automatically creates the directory structure and adds essential frameworks to it. You can explore the directory structure to check out the content of the directory.

Step 3: We need to add two UIViewController class in the project. So select the project -> New File -> Cocoa Touch ->ViewController class and give the class name ”ImageView” and “SecondImageView”.

Step 4: We need add also two resource in the project.

Step 5: Open the Button_FunViewController.h file and make the following changes in the file:

#import <UIKit/UIKit.h>
@interface Button_FunViewController : UIViewController {

IBOutlet UIButton*button;
}
(IBAction)ButtonPressed:(id)sender;
(IBAction)SecondButtonPressed:(id)sender;

@end

Step 6: Double click the Button_FunViewController.xib file and open it to the Interface Builder. First drag the two Round Rect button from the library and place it to the view window and give the name of the buttons “FirstButton” and “SecondButton”. Select the FirstButton from the view window and bring up Connection Inspector and connect Touch Up Inside to the Files owner icon and select ButtonPressed: method. Select the another button “SecondButton” and bring up Connection Inspector and connect Touch Up Inside to the Files owner icon and select SecondButtonPressed: method.Now save the .xib file, close it and go back to the Xcode.

Step 7: Double click the ImageView.xib file and open it to the Interface Builder. Drag the image view from the library and place it to the view window. Select the ImageView from the view and bring up Attribute Inspector and select the “cutest-baby-5.jpg”. Now save the .xib file , close it and go back to the Xcode.

Step 8: Double click the SeconImageView.xib file and open it to the Interface Builder. Drag the image view from the library and place it to the view window. Select the ImageView from the view and bring up Attribute Inspector and select the “cutest-baby-6.jpg”. Now save the .xib file , close it and go back to the Xcode.

Step 9: In the Button_FunViewController.m file make the following changes:

#import "Button_FunViewController.h"
#import "ImageView.h"
#import "SecondImageview.h"

@implementation Button_FunViewController

(IBAction)ButtonPressed:(id)sender
{
ImageView *imageView =[[ImageView alloc]
initWithNibName:@"ImageView"
bundle:nil];
[self.view addSubview:imageView.view];
}
(IBAction)SecondButtonPressed:(id)sender
{
SecondImageview *secondImageView = [[SecondImageview alloc]
initWithNibName:@"SecondImageview"
bundle:nil];

[self.view addSubview:secondImageView.view];
}

(void)dealloc
{
[super dealloc];
}

(void)didReceiveMemoryWarning
{

[super didReceiveMemoryWarning];

}

#pragma mark – View lifecycle

(void)viewDidUnload
{
[super viewDidUnload];
}

(BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
return (interfaceOrientation == UIInterfaceOrientationPortrait);
}

@end

Step 10: Now compile and run the application on the Simulator.

You can Download SourceCode from here Button_Fun

How to Fix Your iPhone Home Button… With a Vacuum Cleaner

iPhone Home Button Vacuum Cleaner

Last year, I complained about my iPhone 3GS home button losing sensitivity and becoming increasingly difficult to press. A year later, my iPhone 4 home button has the same issue, and worse.

A faulty home button could be the result of several things. It could have water damage, it could have dust clogged beneath it, or it could be intentionally planned by Apple to become obsolete.

If your home button is hard to press, your best bet is to take it to the Apple Store and see if they can replace your phone at the Genius Bar under warranty.

But if, like me, you live far away from the nearest Apple Store, or if your warranty is void for whatever reason, then I advise you to try this unconventional, but somewhat-effective fix for a faulty iPhone home button: suck the dust out of your iPhone charging port with a vacuum cleaner.

I read about vacuuming your iPhone in an Apple Support forum and was skeptical, but I tried it and, although it did not solve the problem completely, it worked to an extent. Pressing my home button no longer stresses my finger as much as it used to after trying the vacuum fix.

Just connect the hose attachment to your vacuum cleaner, turn on the vacuum and put the hose up to the charging port at the bottom of your iPhone.

You may want to use a pair of tweezers or a needle to take out dust particles as they are pulled into the charging port.

Do this a few times, and if you are lucky like me, then your home button will be at least slightly easier to press.

How to Fix Your iPhone Home Button… With a Vacuum Cleaner is a post from Apple iPhone Review.


Interview: Growl’s project lead on coming to the Mac App Store

After the news yesterday that the popular notification service Growl was officially coming to the Mac App Store with the release of OS X Lion, TUAW tracked down Project Lead Christopher Forsythe and had a quick conversation about the reasons behind the decision and the future of Growl in general. Forsythe says that the change to the Mac App Store has been discussed “amongst ourselves for probably about two or three months now,” and that using Apple’s official store “just makes sense.”

Perhaps the biggest piece of news we learned from Forsythe is that in the Mac App Store, for the first time since its creation seven years ago, Growl will not be free. Devs working on the project are “still talking” about the final price, but “it most likely will be a dollar or two dollars at most,” according to Forsythe. Some may turn up their noses at paying anything for the results of an open source project, but Forsythe says the reasoning behind the charge is simple: “I’m a grown adult,” he says, “and my wife wonders why I spend time working on my open source project and not with my two-month old.” For all the work Forsythe and his fellow devs have put into Growl, a few bucks seems little to ask.

Money is also involved in the other main reason the team wants to move to the Mac App Store. If nothing else, they’re offloading the issue of actual distribution to Apple. “We don’t have to worry about supporting a download infrastructure any more,” says Forsythe, “and that’s huge for us.” Currently, bandwidth for distributing Growl is all handed by CacheFly pro bono, but Forsthye has seen huge charges covered by them in the past, and the one time the project switched to Google Code, Forsythe says all of Google’s bandwidth was eaten up in “a couple of hours, a very short period of time.”

Yesterday, we heard that some of the more technical Growl services would be dying off because of the switchover, but Forsythe says that’s not exactly true. While perception has it that the Mac App Store is ruling out a few Growl services, many of the changes are just so he can focus his team on what customers actually use, and not as much on edge use cases. Services like GrowlMail and GrowlSafari won’t be officially supported in the Mac App Store version, but anyone who wants to use those services will still be able to download a PKG installer from the Growl website and be off on their merry way. That’s good news for average users like myself and others. Forsythe plans to put his team working on the core Growl app, and let other developers deal with the more complicated function and addons.

As for developers of apps that hook into Growl, Forsythe says it’s pretty simple: if anyone currently uses the Growl with Installer framework (which allows third-party apps to actually install Growl if users don’t have it), they’ll have to switch over to the one standard framework the app will be using. The Growl team has had a lot of complaints from users who believe Growl is spyware because a developer uses it to post less-than-helpful notifications (“It’s really annoying,” he says), so the new Growl framework won’t actually install the whole app.

The way it will work is that in the new framework, developers who want to use Growl without having it on the user’s system will get a simplified version of the notification to run, with just one style in just one place on the screen. “So if the user doesn’t have Growl installed,” says Forsythe, “they can use Smoke notification in the top corner. If the end user wants to configure that, they’ll need to install Growl.” That seems like a good balance; it allows devs to take advantage of Growl and its basic function, then send customers on to the full app if they want more features out of it.

Finally, Forsythe says that revamping the code like this is giving his team an opportunity to really focus on what they want Growl to be going forward. While the average user won’t “miss anything,” according to Forsythe, it’s true that some services will need to be worked on outside the official Growl team. “If [a service] takes up the same amount of resources it takes to put a cool feature into Growl itself, I’d rather we put the work into Growl itself.” That work means we’ll see updates to the core app, like a new feature called RollUp that will help get rid of what Forsythe calls “screen spam.” Instead of having your screen fill with a bunch of notifications, you’ll get just one note after a while that will then expand out into a log of notifications you may have missed.

That sounds great, and hopefully we’ll see more helpful features like that going forward. Growl has been a solid addition to the Mac lineup throughout its history, and it’s exciting to see the open source effort join Apple’s official store. There will undoubtedly be some growing pains, but in general, this seems like an excellent move for Growl, and it should be a nice app to add to the Mac App Store’s offerings.

Interview: Growl’s project lead on coming to the Mac App Store originally appeared on TUAW – The Unofficial Apple Weblog on Fri, 08 Jul 2011 06:00:00 EST. Please see our terms for use of feeds.

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Your future iPhone’s parts could come from the ocean floor

I’m always blown away when I remember that every single one of the raw materials that goes into making an iPhone or iPad has existed on this planet for hundreds of millennia.

Just think about that for a second. When Neanderthals roamed the earth, and when the Roman emperors ruled — all the raw materials needed for an iPhone or iPad were already available. However, just because you have the raw materials available, doesn’t mean you have the knowledge or technology to build such wondrous devices — that’s what time and progress are for (and Steve Jobs).

But once you have the knowledge and materials, look what you can create: solar panels, iPads, MRI machines. Oh, the wonders! Of course the problem with raw materials is consumption. As our technology advances and we consume more raw materials, there’s less of them left on the earth to keep making cool devices like the iPhone. This is especially true for a group of raw materials — mainly certain types of metal — known as rare earths.

Rare earths are used in any number of electronic devices from iPhones to batteries to lasers. And they’re called “rare” for a reason — they aren’t abundant and we are running out of them. China currently controls 97% of rare earth production, but the US, Russia, and Australia also produce rare earths. Despite who controls the production, the simple fact is that we are running our of rare earth metals and once gone, say goodbye to future electronic devices. It’s great if Apple comes up with a way to make the iPad 6 have a tactile 3D holographic display, but if there’s no more rare earths left to build the parts it needs everyone is gonna be stuck using the iPad 5 — forever.

Even though we are running out of rare earths on land, Nature Geoscience is reporting that rare earth materials are abundant in the mud of the Pacific ocean floor. Best of all, mining and extracting the rare earth metals from the sea floor mud is apparently actually easier than extracting the metals from terrestrial sources. That’s great news for everyone who likes technology. So in a few years when you pick up your new iPhone, stop to think for a moment and wonder at the fact that parts of that iPhone were once buried in mud on the bottom of the sea floor.

[via Ars Technica]

Your future iPhone’s parts could come from the ocean floor originally appeared on TUAW – The Unofficial Apple Weblog on Fri, 08 Jul 2011 05:00:00 EST. Please see our terms for use of feeds.

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Chinese authors to petition Apple to halt book downloads

A group of Chinese authors is petitioning Apple to halt the distribution of their books through multiple apps in the App Store, according to the 21st Century Herald Tribune (as reported by Reuters). The authors are part of a group called the Writers Rights Alliance, and this isn’t the first time the Alliance has gone after a technology company for offering its books for download without consent. The group previously petitioned China’s largest search engine, Baidu, to cease the publication of its books in the Baidu Library (similar to Google Books).

However, a spokesperson for the Writers Rights Alliance said Apple’s allowance of apps on the App Store is a graver situation. The Baidu Library offered Alliance books downloads for free, but some of the apps in the App Store make a profit through sales of the app or in-app purchases. From the Writers Rights Alliance’s perspective, Apple is infringing on the Alliance’s intellectual property by taking its 30 percent commission on sales of the authors’ works. Apple has not yet publicly commented on the matter.

Chinese authors to petition Apple to halt book downloads originally appeared on TUAW – The Unofficial Apple Weblog on Fri, 08 Jul 2011 04:00:00 EST. Please see our terms for use of feeds.

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First jailbreak convention MyGreatFest planned for September in London

The most ardent jailbreaking fans among you might want to book flights to the UK, as the WWDC of jailbreaking events is hitting London in September. MyGreatFest is a convention that plans to attract jailbreakers from all over the world. There they can attend jailbreaking presentations, Q&A sessions, participate in codeoffs with other hackers and jailbreakers, and even have lunch with some of the jailbreaking greats.

MyGreatFest takes place on September 17, 2011 at The Old Truman Brewery on Brick Lane in London. Tickets are now on sale and range from £17 (US$27) for children to £27 (US$43) for adults over 16. There are also group admission tickets available as well as VIP tickets which give you face-to-face time with some of the biggest jailbreak developers out there.

MyGreatFest organizer Craig Fox told ReadWriteWeb that the first official iOS 5 jailbreak may be unveiled at the show, unless the next iPhone ships before September 17, in which case attendees will likely see the iPhone 5 jailbroken right at the event. Fox also said that the response to MyGreatFest has been staggering, and sometime in October he will be announcing dates for MyGreatFest San Francisco 2012.

First jailbreak convention MyGreatFest planned for September in London originally appeared on TUAW – The Unofficial Apple Weblog on Fri, 08 Jul 2011 02:00:00 EST. Please see our terms for use of feeds.

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Time Warner Cable adds channels, blocks jailbreakers

Time Warner Cable has updated its popular TWCable TV iPad app to version 2.0. Among the new features are the ability to view up to seven days of program listings in the interactive program guide, expanded channel selection with over 100 total channels available, and a remote DVR manager. Interestingly, as noted by Engadget, Time Warner went to some lengths to stop people using the app on jailbroken iPads.

As you can see from the screenshot above, if your iPad is jailbroken and you launch the app you’ll get the message “TWCable TV is not supported on ‘jailbroken’ devices.” Users with jailbroken iPads are asked to restore their iPads to factory settings and then launch the app again. However the iPhoneDownload Blog has already figured out a bypass for running the new version of TWCable TV on jailbroken iPads.

Time Warner Cable adds channels, blocks jailbreakers originally appeared on TUAW – The Unofficial Apple Weblog on Fri, 08 Jul 2011 00:00:00 EST. Please see our terms for use of feeds.

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Free-to-play overtakes premium games revenue in the App Store

The latest blog post from Flurry reports that free-to-play revenue has overtaken premium revenue in Apple’s App Store. I think this was pretty much a guarantee at some point in the future, though it’s happening probably a little sooner than most expected.

Free-to-play gaming, where a game download is free and users spend money on extra content or convenience items using in-app purchases, has been growing on the App Store in a big way. Traditionally, premium app sales (in which a one-time purchase up front pays for the app download and any included content) have been the real money-makers. That’s no longer true, however: in Flurry’s analysis of the top 100 grossing apps, 35 percent of the revenue is now coming from premium games, with free-to-play titles making up 65 percent. Note that this analysis is for games only, but considering games make up most of the App Store’s business nowadays, it’s easy to expand these numbers out to the Store in general.

What does this mean overall? It’s not a new direction; we’ve already seen free-to-play titles get hugely popular on Apple’s App Store and other mobile platforms, and that trend will definitely continue. But even with the success we’ve seen on free-to-play, developers are still only monetizing a small percentage (usually even less than a full percentage point) of their audience, with small amounts of customers basically paying for everyone. The next big advancement in this business model will be a game that figures out how to monetize a larger audience while still keeping that gigantic group of players that dives in on F2P titles.

Free-to-play overtakes premium games revenue in the App Store originally appeared on TUAW – The Unofficial Apple Weblog on Thu, 07 Jul 2011 23:00:00 EST. Please see our terms for use of feeds.

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OS X Lion launch likely next week, new MacBook Air to follow

AppleInsider and 9to5 Mac have both received word that Apple is planning an “overnight” on July 13 in its retail stores. Such retail events usually precede major product launches, with store displays being refreshed and managers being trained on the new products. Following the July 13 store refresh, OS X Lion is expected to be released to the general public on July 14.

According to AppleInsider, Apple’s retail stores will also be upgrading the RAM in several display units to ensure that Lion demoes smoothly on them. Their source also claims some customers will be invited to come to the Apple Store and download OS X Lion there so they can get on-site coaching on Lion’s new features.

The sites also claim the long-awaited MacBook Air refresh will take place soon after Lion’s release to the general public, possibly as soon as a week later. AppleInsider had previously reported that the new hardware was ready to go some time ago, but Apple decided to freeze new hardware shipments for the time being so all new Macs could ship with OS X Lion pre-installed.

OS X Lion will be US$29.99 and exclusively available from the Mac App Store. The current developer-accessible version is GM Seed 1.

OS X Lion launch likely next week, new MacBook Air to follow originally appeared on TUAW – The Unofficial Apple Weblog on Thu, 07 Jul 2011 22:30:00 EST. Please see our terms for use of feeds.

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Video App Demo: Music Marquee

Music Marquee is a well-designed and easy-to-use social app for you music lovers. Listening to a great song and want to share? Music Marquee allows you to post to Facebook, Twitter, Last.fm, Tumblr, FriendFeed and Ping.fm. Last.fm allows scrobbling, and wherever supported Tasty Cocoa software has used token-based authentication instead of storing your password in the app. It’s a simple app, but only $.99. There’s a free, lite version if you’re too cheap to drop a dollar on such things.

Video App Demo: Music Marquee originally appeared on TUAW – The Unofficial Apple Weblog on Thu, 07 Jul 2011 18:00:00 EST. Please see our terms for use of feeds.

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Bungie’s Marathon, Swords and Soldiers now available on the App Store

Two games we’ve been eager to see on the App Store have arrived. First up, the unofficial version of Marathon (that’s officially approved anyway) is out and ready for you to play. It’s a free app by programmer Daniel Blezek, who translated Bungie’s old FPS from the Mac to Apple’s tablet. This is excellent stuff; old-time gamers will enjoy the nostalgia hit, while younger players should be interested to see what Bungie did before Halo. It’s an excellent game, and we couldn’t ask for a better way to get it ported to the iPad.

Second, Chillingo has published Swords and Soldiers, a cartoony 2D real-time strategy game that was originally released for the Wii. I like both the console and iOS versions, which offers Game Center integration, three campaigns and a skirmish mode, with controls that are well adapted for the touch screen. Unfortunately, it isn’t universal — the game’s US$2.99 for the iPhone and $4.99 for the iPad — but given how different the two versions are to play, maybe that makes sense. At any rate, this one didn’t quite get the spotlight it could have used on the Wii, so maybe on iOS (like World of Goo, another Wii title turned iOS hit) Swords and Soldiers will the audience it deserves.

Bungie’s Marathon, Swords and Soldiers now available on the App Store originally appeared on TUAW – The Unofficial Apple Weblog on Thu, 07 Jul 2011 17:00:00 EST. Please see our terms for use of feeds.

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IK Multimedia’s iKlip goes MINI


For iPad-toting musicians, there’s no better solution for attaching their favorite tablet to a standard microphone stand than the iKlip from IK Multimedia. Now the company has developed a Mini-Me companion to the iKlip, not surprisingly named the iKlip MINI.

The US$39.99 iKlip MINI works with or without the accessory iRig or iRig Mic to bring a no-hands solution to musicians using iPhones. With an included detachable bracket, the iRig can be mounted either vertically or horizontally on the iKlip MINI for use with AmpliTube or other guitar effects apps.

As with the original iKlip, the MINI is made of thermoplastic to hold your iPhone or iPod touch without scratching it. While connected to any microphone stand, pole or tripod with a diameter of 11 to 20 mm, the MINI provides accessibility to all controls and connectors on the iPhone and also has a clear view for snapping photos or taking video of your audience with the iPhone’s camera.

IK Multimedia is currently taking pre-orders for the iKlip MINI and expects the devices to ship in August of 2011.

IK Multimedia’s iKlip goes MINI originally appeared on TUAW – The Unofficial Apple Weblog on Thu, 07 Jul 2011 16:00:00 EST. Please see our terms for use of feeds.

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