OpenGL ES Programming Guide Particles example - ios

I am trying to make the particle system example given in the book OpenGL ES programming guide to compile in iOS 6 but I don't seem to be able to make it work. For reference here is the web site of the book:
http://www.opengles-book.com/
The code can be downloaded from Google Code, see instructions below:
http://code.google.com/p/opengles-book-samples/wiki/Instructions
The code is in chapter 13.
Has anyone came across this and were able to make it work in iOS 6? I had made some modifications but still no joy.

Follow these steps:
Open "Common.xcodeproj" located in "/opengles-book-samples/iPhone/Common/"
Select to build for device or simulator and build.
After Build Succeeded close the Common.xcodeproj.
Open Finder and from the menu Go>Go to Folder... type without quotes "~/Library/Developer/Xcode/DerivedData/" and find the folder called "Common-bkoronpjvpvwbxgdgxbwiukcqwaz" inside folder go to : /Build/Products/ and copy "libCommon.a" to ParticleSystem project.
Build&Run particle example.
That's it. :)
Good luck.

Related

How Do You Debug Swift PlaygroundBook?

While I'm exploring Playground Book sample code, like this one, I find it to be very tedious to get the code to run because of Playground Book's limitations in where the code can run: only on iPad's Swift Playground.
There is no way to debug the "Sources" / Auxiliary code in iOS's Swift Playground, since all the source files are shown in un-editable plain text. You have to open the source files in Xcode to edit them, but then you can't compile or run them!
This is especially tedious for the sample code above, which uses PlaygroundValue, a persistence API that requires Playground Book format, so I still couldn't get the code to run by separating all source code into a separate Playground file to run on the Mac.
Since the sample code above is outdated, I find it to be near impossible to debug it right and get the code to run. You'd have to:
Deploy the code on iPad. Run the Book.
See many error messages on iPad.
Go back to Xcode on Mac and debug them one by one, manually.
Deploy the code on iPad again to run. Repeat the process.
Even after all the errors are resolved, you can still be faced with cryptic "Problem Running Playground" without any further concrete explanation.
What's your workflow to productively debug and deploy code with Playground Book? Current workflow seems impractical to me I think there must be a better way, but I'm not familiar enough with Playground Book and my online research doesn't yield any reasonable workarounds.
From a bug report / suggestion I sent to Apple, I got the following reply:
We’ve actually built tools to help debug the auxilliary sources and we did a presentation at WWDC 2018 that demonstrates it. Please view the presentation and get access to the tools here: https://developer.apple.com/videos/play/wwdc2018/413/
Upon further research, I found that they have recently released a Playgrounds Author Template:
The Swift Playgrounds Author Template is a starter Xcode project that will help you create, debug, and produce a Playground book. Using the template you can step through the code for your live view as if it were an app so that you can identify bugs more easily and develop an efficient workflow for developing your Playground books.
This template, requiring Swift 4.1 to run, includes three different targets:
PlaygroundBook
Book_Sources
LiveViewTestApp
You can use the LiveViewTestApp to fully debug your Playground Book right on your Mac with Xcode.
I am not aware of any possibility that does not require you to test the Playground on an actual iPad.
Anyway, you can make developing Swift Playgrounds less tedious by
Using iCloud to synchronize your mac version with the iPad.
Embedding your Playground in an Xcode project as described in one of my previous answers. That way, you can at least achieve autocompletion during development.
Linking your source files to another target, so that compile errors can be caught before running the Playground.
Anyway, you will still encounter mysterious "Problem Running Playground" errors from time to time

IOS Broadcast Framework

Can someone point me in the right direction to find the tools to be able to build a really simple broadcasting app on ios.
I am looking to mimic what has been done here.
Been googling around for a while now and can't really find anything to get me started.
Found this:
http://olobonsoft.com/products
Can anyone help or tried to do something similar?
Never try but I know this project (for cine.io) on Github, check source code of project, probably will be not different that what you're looking for.
Example app : https://github.com/cine-io/cineio-broadcast-ios-example-app
Sample iOS application to demonstrate broadcasting and playback using
the cine.io Broadcast iOS SDK.
How to Use
Clone the repository. Create a cineio-settings.plist file based on the
SAMPLE-cineio- settings.plist file. You'll need to create a (free)
account at cine.io. Change into the Example directory: cd Example
Install the necessary CocoaPods: pod install Build and run the project
as you usually would, making sure to use the .xcworkspace file and not
the .xcproject file when building using xcodebuild or when opening
with Xcode.
project : https://github.com/cine-io/cineio-broadcast-ios

AS3 Multiple Application Domain using local null.swf file

I have the following issue, I cannot find a solution on the web, please let me know if you can help me or point me to a proper info about this issue.
To understand the background, Im porting a game from flashDevelop to Flash Builder (please dont give me tips about this comment if doesn't help to my particular problem). Everything works fine right now, the game use a file null.swf as a container of local files (I don't undertand that part completely, but the game has a lot of embed swc files, and the game use the null.swf to access those files, through LoaderMax).
The problem is that everything works fine with a fast build, but it's not working with a standard build, I have the error on Loader class that says "Multiple application domains are not supported on this operating system".
Useful information:
Im using AIR 3.9, compilation flash swf-version=20 (I had 18 when I started with this issue)
null.swf is properly included on the IPA, the code recognize the file, and as I said before it works with a fast build.
For embed swc files, I had to include the files with a compiler argument: "-include-libraries ../../filename.swc ../../filename2.swc etc.."
Thanks for any help.
Regards
It's fixed, using a context:
context = new LoaderContext(false, ApplicationDomain.currentDomain, null);
If I use the third parameter, like ..., SecurityDomain.currentDomain); it doesn't work.

Interface Builder cannot find .xib - Xcode 5.0.2

I recently became interested in mobile app development and want to take my coding experience from elec. engring to the iphone. Im having trouble though. I am trying to compile my first app onto my phone (got it to run perfectly on the iOS simulator last night). However, upon compiling i get the following error:"Interface Builder XIB Compiler Error: Interface Builder could not open the document "xxx.xib" because it does not exist"
I've tried going into my target and setting Main Interface to xxx.xib and I still get the same error on both iPhone and iOS simulation. I've tried setting my interface to Xcode 4.6 and messing with the builds and views, still have the same issue. I built it from scratch - same issue.
All help appreciated. I know the default is building with story board, but I am following a book I am happy with and I want to go through it with the .xib because thats what the book uses. Thanks -
Select your project (blue icon) in the project navigator then choose:
Build Phases > Copy Bundle Resources
Make sure your xib file is on the list. You can add it by clicking the plus (+) icon on the lower left.
UPDATE:
Consider opening a new project as a sanity check. Change the background color and verify that it runs in the simulator. If it does then this will point to a project settings issue rather than an installation problem.
You may also want to look at the following walkthrough by Apple. Hopefully following the steps will help illustrate anything you might be missing.
Apple also has a latest tutorial that I recommend you walkthrough. After completing please let me know if you are continuing to have this problem. The number of potential problems is greater than simply walking through the 15 min tutorial.

xcode build settings for imported libraries (xcode 5)

I'm having a small issue with xcode (I'm assuming it's mostly due to being unfamiliar with xcode itself) and was hoping someone could lend me a hand.
I'm working with a group of people and we're using the GPUimage framework.
The problem is this:
For every person referencing GPUimage we get additional entries in the build settings for the xcode project.
For example build products path would be:
/Users/username/project/application_name/GPUImage-master/GPUimage.framework
I would rather it be:
/application_name/GPUImage-master/GPUimage.framework
The reason I want to fix this is because we need to package up our application and library together so that whoever wants to use it only needs to open the xcode project file to see what we've done (to mark it, school project).
Can anyone suggest what I should do or look for here?
Try adding the following to the beginning of the user path:
$(SRCROOT)/application_name/GPUImage-master/GPUimage.framework
That should instruct XCode to use the user path of whoever is using the library
Hope this helps!

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