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I want apply effect to video from camera roll.
So, I use GPUImage. By the way, I can't build GPUImage project with error.
Error is "OpenGL/OpenGL.h" not found.
I use Xcode5.0 with Mac 10.8.5. I want compile GPUImage project for iOS7.
or do you know another way?
If you're getting an error about OpenGL.h in an iOS project, you're using the wrong side of the framework. You're somehow trying to include the Mac port of the framework in your iOS application. Don't do that.
Instead, follow the step-by-step instructions under the section "Adding the framework to your iOS project". These guide you through adding the iOS framework to your project. You could also look at the various sample applications that come with the framework to see how this all works.
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I developed an app for iOS in Swift, and now I have to make the same app in Linux.
I know that in Linux I can't use frameworks as UIKit. What are the better alternatives?
I found different projects that provides a graphic UI:
Swift for GUI
https://www.reddit.com/r/swift/comments/4ig0ic/swift_for_linux_and_graphical_interface/
Qt Swift
https://github.com/Longhanks/qlift
minesweeper in Qt: https://github.com/Longhanks/swiftmine
Pure Swift
https://github.com/PureSwift
Cacao Lib: https://github.com/PureSwift/Cacao
Did you try them? Are there better options?
Other way could be to create a Framework or DLL with my Swift code and use other language to develop the Linux Desktop app. Is this possible?
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How to invoke image editor of Adobe CreativeSDK from iOS swift
i have gone until this step.
https://blog.creativesdk.com/2016/02/using-the-creative-sdk-from-a-swift-app/
There is no Swift implementation of the SDK itself, but you can still use it with your Swift codebase.
A very simplified overview of how to set it up is:
Set the -ObjC flag
Use the Split Framework pre-processor macro
Specify framework search paths in the build setting
Link with the Creative SDK Binaries
Copy Resources (compiled storyboards and images used in the SDK UI components)
Provide a bridging header
There are details on how to do all of these things on the Creative SDK blog.
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I am beginner in iPhone.
I want to make the iPhone app that compatible for all iPhone versions like 3 and above.
Please help me What to set in the project to make it compatible to all version.
Thanks in advance.
You should set the deployment target in the target summary.
Edit: Xcode 4.5.x only supports iOS 4.3 and later so you can't support iOS versions below it.
Edit 2: If you are using and old version of Xcode this might be helpful for you. iOS 3.x support in Xcode 4
But you should think twice before writing an application that targets iOS4 and above.
Targeting to old versions of iOS means that you must not use any of the API's of the next iOS versions such as ARC and auto layout. As a result your code will be harder to maintain and some features would be impossible to implement.
Before going on with it, think about how many users will you satisfy by supporting iOS4. Read these thousand words from apple and then decide for yourself
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Currently I am working on Social Game for iPhone. I want to integrate ScoreLoop inside this games. If anybody know use of scoreloop. Please tell me How to use this ?
Thanks.
Check inside your Scoreloop SDK Folder (the one you downloaded), there will be a Documentation folder, where you can navigate to the ScoreloopCSE documentation PDF file, where all the steps are listed to get Scoreloop integrated into your application.
Refer to this link. I got on how to implement it from answer in this link:
781 can not integrate scoreloop in cocos2d iphone
Hope this helps you.
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I was wondering how I would go about keeping Apple's SDK 3.2.1 installed, while also installing the new beta. I am sure this is simple, but wanted to ask before creating a potential problem. Also SKD 2.0 is it possible to get back, like from the Apple site or not?
I am wondering what most programmers are doing to test multiple versions of devices because I hear the iPod crowd is still mostly running 2.0.
Thanks.
It's pretty standard (and recommended even) to install the entire Xcode tool set with the new SDK in a different root directory. I use /Developer_SDK3.2 for example.