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What tricks can I do to make my app feel "snappier"?
For example, when I click on a menu button, which loads a different nib file, there is this 1 second delay before the new view shows up, making it feel like the app isn't responsive.
Thank you,
Tee
You could reduce the nib load time by simplifying the content or making some of it load after the view controller appears on-screen.
You can run Instruments on it to try and get an idea of where the choke point is. If it feels unresponsive, compared to other apps, then maybe you're doing something wrong or computationally expensive.
Check that your images are sized correctly. If they're too big that'll up the load time + memory usage.
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For the last couple of weeks i'v been trying to replicate the method in which Id Technologies used to hide hidden messages inside their own songs. For reference: https://youtu.be/yzFit0nldf4 .
I'm not sure if this was made by solely a software or a very smart use of heavy musical instruments, but that's what im trying to find out.
Using softwares like coagula might do a similar thing, but the brilliancy was how the coded sound was hidden. If you attempt to hear rendedered output it would sound obvious and aweful...
So, my question is: does anyone know how they did it?
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What I'm trying to figure out is how to automatically save and load data using NSUserDefaults. I know how to do save and load data if I have save and load button, using NSUserDefault. I'm not sure which of the methods I should be using in the AppDelegate, if that is right?
Can somebody point me help me, please?
Thanks
Sam x.
Depends on when (at which point in the lifecycle of the application) you want the loading and saving to happen. The earliest point for loading though I think is when applicationDidFinishLaunching is called.
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I was looking at the Soundlcoud Widget docs
http://developers.soundcloud.com/docs/widget#
I noticed there is a parameter for 'download'. I tried it on the HTML5 sharing widget it didn't turn on the download link. Is there a way to show the Download link?
Example
http://w.soundcloud.com/player/?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F46911134&auto_play=false&show_artwork=true&color=ff7700&download=true&sharing=false
Thanks
This is actually the intended behaviour. A lot of the time, the widget is displayed in a relatively small frame, and showing all the buttons creates too much visual clutter. A redesign (to use icons, for example) is coming, but I can't give you a date on when that will be ready. In the meantime, the documentation will be updated.
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Maybe the question is too general. Though, I dare asking it. Here's the situation: I have tested my app on my iPad and it worked great. It was submitted to Apple and approved. After I download it, it crashes when I do certain actions: example - presenting a modal view controller which contains a photo gallery. I tested it again and it worked. Soon after redownload it had the same strange behavior. How to debug such a situation? Thanks.
You should better have used something like Quincy Kit.
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I'd like to try and create a program playing a game. I.e. "a bot".
I want to be able to directly access the pixels on the screen. I.e. have my program "see" a game and then "make a move"(or at least draw a picture of what move it would make).
Both Windows and Linux advice is appreciated, though my guess is that it should be easier to do on Linux.
I'm guessing this could be done with some X/Gnome call?
I'm not afraid of C, even complex samples are welcome.
SDL is a cross-platform library that allows you to directly access framebuffer pixels. You can learn about accessing the pixels on screen through the pixel access example on the documentation wiki.
Generally speaking, bots don't see the game graphics but see the underlying data structure instead, unless you are trying to do something related to computer vision.