How to downgrade iPhone 3GS to iOS 4.x? [closed] - ios

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I've spent a whole day trying the different solutions one can find by Google-ing this.
Using Xcode to downgrade
Downloading the firmware image and providing it to Xcode
Using iTunes
Using an old computer that the phone was sync'ed to back in 2009 (funny enough, I have two of them)
Using the iRestore and libusb
So far the only thing I've seen is the phone getting stuck in DFU mode or a message saying that it can't be downgraded (I forget the exact language).
It would seem that Apple would provide for a way for developers to do this sort of thing without this much pain an agony. I have eight iOS devices, four of which are permanently devoted to development, two iPods and two iPhone 3GS. The two iPods stayed with iOS 4.x. Both 3GS's where accidentally upgraded to iOS 5. I wanted one to stay with 4.x for the time being.
Do I have any options beyond what I've tried?
Apple: A little developer love would go a long way here. It's enough to have to deal with all the stuff that breaks from release to release of the OS and Xcode. At least make this easy.
Pretty please?
With sugar on top?
(Had to try)
The question was marked closed. I don't understand why.
According to the FAQ:
"Stack Overflow is for professional and enthusiast programmers, people who write code because they love it. We feel the best Stack Overflow questions have a bit of source code in them, but if your question generally covers …
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software tools commonly used by programmers
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… then you’re in the right place to ask your question!"
This question relates to software tools commonly used by programmers working on iOS devices.
And, in fact, it is a huge problem due to the fact that it impedes proper testing on the platform. Perhaps someone in this community has better ideas that can be brought to the surface. That was the intent.
"Questions on Stack Overflow are expected to generally relate to programming or software development in some way"
I think this question definitely relates to software development.
Re-open it please. This is a big problem.

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General Questions about Copyright and iOS 11 Warnings due to old Frameworks [closed]

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Closed 5 years ago.
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How is it with the copyright? For example I have linked a button to a Facebook page in my App and on the Button I've put a small image of the Facebook Icon, where do I have to mention the copyrights?
And Code copied from Stacksocial doesn't have copyright?
I have some really small Images in my App, is it important to convert them for 2x 3x ? for example:
https://imgur.com/a/88p8E
With the new release of Xcode 9 and ios 11 I have a warning: update to recommend setting. And I tried but it destroyed my App because the frameworks needed to update as well. Can I ignore the Warning? Because the App works just fine on ios 11.
Thank you very much! :)
If unsure how to deal with copyright, a lawyer is your best friend. A 1hr consultation should be more than enough to give you an introductory tour of this world and make you feel at ease. Highly recommended if you have no clue what are you getting into. A good online resource to get to know what the different typical open source licenses are and what they mean is Licenses & Standard | Open Source Initiative
It is typically a good idea to provide all pixel density images, if you don't have them or want to easily generate the various images, there's a good tool on the Mac App Store named AssetsProcessor
You should typically apply the update to your project but not to the framework. That does mean that you will have build warnings; something you have to learn to live with until you feel comfortable branching off the different frameworks and updating them yourself. Overall yes, learning which warnings are safe to ignore and which ones should be addressed is important. There's no magic here, except TEST, TEST and TEST to ensure that ignoring a warning won't be the death of your app.
Good luck!

What is the minimum Xcode / iOS versions I should start with? [closed]

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Giving that there are many new features specially in memory management, I have iOS 4 / 5 books and there are links to tutorials everywhere for them.
What is the minimum that I should read to take advantage of new features and do not have to 'unlearn' stuffs found in newer versions?
EDIT:
There are some good books about iOS 4/5. Should I avoid them?
Start with the newest SDK and developer tools, Xcode 5. Learn about what's possible with iOS 7 and iOS 6. Don't spend too much time on iOS 4 and 5. Focus on learning about frameworks and not on particular OS versions.
You should still learn about old-style memory management, release and retain methods to understand how ARC is dealing with them for you. However, don't spend too much time on reading. Start coding. Nothing will replace a hands on experience and you learn much quicker when you deal with real projects and real problems.
Focus on iOS 7. There is a quite a bit different in iOS 7 from previous versions, spending time on previous versions is only going to confuse you and make it harder to learn.
Focus on a project and get it built, thats the best way to learn.

Presenting & Writing Code to a Classroom of Students? [closed]

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Closed 9 years ago.
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I'm not sure if this question belongs on Stackoverflow, but I couldn't find anything close to answering it.
I'm teaching a class of students how to code in Objective-C. At the start it was relatively easy to go through the exercises (hello world, etc) However, as they learn more increasingly difficult concepts, it's becoming difficult for me too to teach.
Are there any tools on OSX that allow me to split the screen between Xcode and my own notes, or just make it easier for me to juggle teaching and writing code at the same time?
I am assuming that you want to project XCode for student to see and keep the notes on your screen. Following steps will allow you to do that (in Mountain Lion, instructions are different if you are using Mavericks but same concept):
Open System Preference->Display->Arrangement
Disable "Mirror Display". This window will now show you two displays, one for your mac and one for the projector.
Drag the XCode window to the secondary display for student to see.
BetterSnapTool -
https://itunes.apple.com/us/app/bettersnaptool/id417375580?mt=12
Cinch -
http://download.cnet.com/Cinch/3000-2094_4-75003534.html
Those are just too options of many "split screen" solutions you can find for OSX.
My teacher used a projector as a 2nd monitor and then just showed us Xcode. If he needed to show us something from a powerpoint or other documentation, he could simply drag it over to the 2nd monitor.

Unit testing for iOS projects [closed]

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I'm still relatively new to iOS development and also an absolute stranger to any kind of testing that is not compile, run, and check whatever comes to your mind.
This is obviously a weakness on any developer's profile and I'm decided to get ride of it now that interesting, real projects are coming my way.
In my quest to look for the best approach to go from 0 to 100 as soon (and well) as possible I'm coming to the specialized community to get your feedback.
At the same time I'm asking for your tips I'm also getting into Amazon to look for well-reviewed books on the subject and Google to get the rest. I'm just coming here to gather the feedback of those willing to spare a minute or to so I can probably hit jackpot with a great advise and better plan my learning strategy.
Thats right. For my job testing and test driven development is indispensable.
I often use Java and JUnit, but for Objective-C and XCode I think this screencast is a very good start: http://qualitycoding.org/objective-c-tdd/
Since I watch this screencast I use OCHamcrest and OCMockito (both explaind in this screencast) as well as SenTestingKitAsync for testing asynchronous functions.
I think the Clean Code book is a must have for every developer. There is a chapter about testing.

Has anyone compiled iGraph, graph layout library, for iOS? [closed]

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Is it possible to compile iGraph, graph layout library for iOS?
I haven't. I don't know anybody who has. But I've also never heard of it before.
The website claims it is written in C/C++, so in theory you should be able to get it running on iOS. You may need to make some modifications.
Looking more closely at the documentation, it appears to be a plain C API (even better!) so it should be fairly easy to compile for iOS. You will probably have to edit the Makefiles to have it cross-compile for ARM (instead of Intel).
However, the source code is published under the GNU GPL. There are clauses in the GPL that conflict with clauses in the Apple Developer Program Agreement (I forget the specifics but it should be easy enough to research). This means that if you got it working in an app, you couldn't put it on the App Store without either Apple or the iGraph developers offering you different terms.
Not sure about iGraph, but I've been thinking of trying Core Plot.
It's a graph plotting 3rd-party iOS framework.
Not a lot of documentation, but you can see some apps that already use it if you browse their site.
Not sure why you got voted down. Happens.
Edit:
Oh, in that case, this question might help: https://stackoverflow.com/a/5074186/1126783

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