I am interested in sending an MMS within a private application on the iPhone. A lot of the information I need is proprietary, and therefore I can't find it anywhere. Basically, I'm looking for the proper way to construct a CTMessage and encode it for MMS, and then sending it via one of the overloaded sendMMS functions. Thanks in advance.
For those interested: here is what I managed to dig up (&/OR piece together myself).
For every MMS, a CTMessage is allocated & initialized. addRecipient/setRecipient is called to do just that.
For each data/text section a CTMessagePart is built with its data and corresponding datatype, and then added to the CTMessage's items array. The first item in each MMS items array is always a CTMessagePart containing a SMIL-formatted layout that the recipient interprets to display the message. Each CTMessagePart following the first is in the order that it is referenced from the SMIL data.
Each (unmodifiied) iPhone has an instance of CTMessageCenter running, with the id sharedMessageCenter. Calling sharedMessageCenter's sendMMS, giving the id of the CTMessage you just created will automate the rest of the process. Essentially, the CTMessage is encoded using the CTMmsEncoder into an MMS-PDU hex string. (Not to sure of the correct name for it, hah). Anyways, sharedMessageCenter's send method will then send the (encoded) MMS to your provider's MMSC.
That pretty much sums it up, and should give anyone looking to head down that path a good place to start depending on what they're doing. I can do my best to answer any questions.
Related
I created a simple RME for TTeeGrid, a descendant perhaps of TGrid in Firemonkey. As shown below, the data are displayed at design time but not at runtime except the headers.
I've been breaking my head over this for weeks already but not luck.
Let me know if you need more details but what you see in the image are all you get.
I just need help to have the data displayed at runtime as shown in the design time.
UPDATE 1
This issue is not the case with TPrototypeBindSource. The data shown in the design time are displayed at runtime. Something is wrong somewhere.
I've never used the TeeGrid before, but the following worked fine
first time for me in Delphi Tokyo:
Download the TeeGrid trial from Steema.Com & install.
Create new multi-device app and place a TeeGrid and a FDMemTable on the form.
Load FDMemTable1 with the file Parts.Fds from the Delphi samples Data directory. Note, I did not then create any FieldDefs as I mentioned in my comment earlier as what I'm describing works without them.
Set the DataSource property of TeeGrid1 to FDMemTable1. TeeGrid1 immediately
creates columns for each of the Parts fields and populates them with data - see
screenshot below. I don't ordinarily include screenshots but in this case thought
I would as what I got was so clearly at odds with what you've reported.
Your TeeGrid etc are obviously more complicated than mine. so the best I can
suggest is that you backtrack to step 2 and see if you can replicate my result
with your data (either at design time or run time). It might be worth loading
your FDMemTable with some data at design time, as my impression is that live bindings
is less grief-prone when the datasource has some data.
Incidentally, fwiw the results of my own attempts to set up live bindings even with a regular TGrid have been rather patchy, until I discovered that instead of messing with the LB components myself, simply starting with a fresh TGrid, right-clicking on it and leaving the Live Bindings Wizard
to do its stuff consistently works fine.
I am looking for a way to save the users progress for my game, I am looking for something that can't be tampered with/modified. I would like to have to be able to be platform independent. And I would like it to be stored within the game files to the user can transfer their data to different computers (with a flash drive or something). (Correct me if I'm wrong in any area) But I believe because I need to to be secure and platform independent that removes player prefs from the equation. I know there is a way to save data by encrypting it with Binary, but I don't know how that works and if the user could transfer the data from computer to computer. Is there a better way of saving data? Is encrypting is through Binary the way to go? If so how would I do it? Thank you :) If you have any questions feel free to ask.
Edit: I understand nothing is completely secure, I'm looking for something that can stop the average user from going into a file, changing a float, and having tons and tons of money in game.
The previous answer mentiones two good methods for storing data (although there are still some quirks regarding writing files on different platforms), I'd like to add on to the subject of security, as mentioned in a comment here.
First of all, nothing is fully secure, there is always someone brighter out there that will find a flaw somewhere in your code, maybe unless you want full on crypto, which is not trivial with key management etc.
I understand from the question that he wants to prevent users from moving files between machines, or allow them to move the files between machines but seal them so that users cannot easily change data stored in them.
In either case, a trivial solution would work: generate a hashcode from your dataset, mangle with it a little bit (salt it or do whatever to jump to another hashcode). so you could have something like
{
"name"="john",
"score"="1234",
"protection"="043DA33C"
}
if the 'protection' field is a hashcode of "john1234", it will not match "john9999", hence if the user doesn't know how you salt your protection, you will be able to tell that the save has been tampered with
The first way to save data in unity is use PlayerPrefs, using for example:
PlayerPrefs.SetString("key","value");
PlayerPrefs.SetFloat("key",0.0f);
PlayerPrefs.SetInt("key",0);
PlayerPrefs.Save();
and for get, you only need
PlayerPrefs.GetString("key","default");
The second way and the way that permit you stored in a independent file is use serialization, my prefer way is a use the json file for it.
1) make a class that will store the data (not necessarily it need extends of monobehaviour:
[System.Serializable]
public class DataStorer {
public data1:String = "default value";
public data2:Int = 4;
public data3:bool = true;
....
}
and store it in another class with
DataStorer dataStorer = new DataStorer();
.... // some change in his data
string json = JsonUtility.ToJson(this, true);//true for you can read the file
path = Path.Combine(Application.persistantDataPath, "saved files", "data.json");
File.WriteAllText(path, json);
and for read the data
string json= File.ReadAllText(path);
DataStorer dataStorer = new DataStorer();
JsonUtility.FromJsonOverwrite(json, dataStorer);
and now you dateStorer is loaded with the data in your json file.
I found a link of data encryption tool, which is very helpful according to your need, as you want to secure data on device (nothing 100% secure), there are 3 mode to secure data, APP, Device and Encryption key, you can choose as per your need.
See this link, it may help you.
https://forum.unity.com/threads/data-encryption-tool-on-assets-store.738299/
I have this piece of code in JSON editor of Watson:
"context": {
"array": "<? entities['spare_part'].![literal] ?>",
"array_size": "<?$array.size() ?>"
When the input of the user, for example, is "Hello, I need a valve, and the part number of the valve is 1234", the size of the array ends up being 2 since the user mentions the word "valve" twice in his input. Some nodes are being executed depending on size of the array. For instance if the size of the array is 1, some nodes will be ignored because they are only executed only if the size of the array is 2.
I want the array to store only the inputs with different values, which is basically I don`t want the array to store the values of the same type, in my case 2 valves. If it is possible somehow please show me a way.
All that can be done, but the best approach depends on the overall system architecture. Remember that Watson Assistant is a conversation service, not a data processing platform...
You can process JSON in either Watson Assistant directly using the built-in methods and SpEL, see these links to get started:
- https://console.bluemix.net/docs/services/conversation/expression-language.html#expressions-for-accessing-objects
- http://docs.spring.io/spring/docs/current/spring-framework-reference/html/expressions.html
- https://console.bluemix.net/docs/services/conversation/dialog-methods.html#expression-language-methods
That would require some coding within the dialog nodes. It could be ok. What I would recommend is to either process in your app that drives the dialog (you need that app anyway) or to code up small server actions to transform data.
If it is the word you are looking for, you can use contextual entities to train for this.
As an example I created the following intent (along with general intents from catalog).
For each example I highlighted the "valve" word that is the one I am interested in, and added to the entity.
Now when I test it I get the following.
All this was done in a couple of minutes. For production level you may want to add more examples, or think about how you want to annotate.
I have a file on the web, that looks like this. I would like to update the value a 1 tag
Let's say "tempset" and change 150 for another number. How can i do this? NSURLConnection? NSMutableURLRequest? NSURLRequest? If possible keep it to iOs 4! Thanks!
<Courbe>
<age>45</age>
<tempdesi>150</tempdesi>
<vmininit>35</vmininit>
<tempinit>220</tempinit>
<unittemp>0</unittemp><te_fin_c>220,700,700,700,700,700,700,700,700,700</te_fin_c> <vm_fin_c>50,50,50,50,50,50,50,50,50,50</vm_fin_c>
<grfan_a>1,1,1,1,1,1,1,1,1,1</grfan_a>
<ecarnuit>0</ecarnuit>
<tempset>150</tempset>
<tempsetp>700</tempsetp>
<jo_cou_t>1</jo_cou_t>
<ty_stcha>1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1</ty_stcha>
</Courbe>
You have several options:
create a "service" for this , a kind of API so you can call this service from your client in different languages include ObjectiveC
like http://myserver.com/myobject/set?tempset=1
(in real world, use post and not get for this)
of course, to do this you need to write some server part in your favorite language
provide a way to upload the file and replace it completely, a kind of "upload.php"
Which solution is the best depends on your problem: how this file is generated and maintened
I am working on migrating posts from the RightNow infrastructure to another service called ZenDesk. I noticed that whenever users added files or even URL links, when I pull the xml data from RightNow it gives me a lot of weird codes like this:
{s:3:""url"";s:45:""/files/56f5be6c1/MUG_presso.pdf"";s:4:""name"";s:27:""MUG presso.pdf"";s:4:""size"";s:5:""2.1MB"";}
It wasn't too hard to write something that parses them and makes normal urls and links, but I was just wondering if this is something specific to the RightNow service, or if it is a tag system that is used. I tried googling for this but am getting some weird results so, thought stack overflow might have someone who has run into this one.
So, anyone know what these {s ;} tags are called and if there are any particular tools to use to read them?
Any answers appreciated!
This resembles partial PHP serialized data, as returned by the serialize() call. It looks like someone may have turned each " into "", which could prevent it from parsing properly. If it's wrapped with text like this before the {s: section, it's almost definitely PHP.
a:6:{i:1;a:10:{s:
These letters/numbers mean things like "an array with six elements follows", "a string of length 20 follows", etc.
You can use any PHP instance with unserialize() to handle the data. If those double-quotes are indeed returned by the API, you might need to replace :"" and ""; with " before parsing.
Parsing modules exist for other languages like Python. You can find more information in this answer.