Static libraries or anything else - iphone

I am trying to hide my source codes in iphone projects. however I didnt understand the static library concept. Most of the tutorials about static library points out that including the whole .xcodeproj . can anybody point out a direction to me please.
thanks

Take a look at this tutorial. It's quite informative, and should get you most, if not all, of the way.

Related

Can not find soomla example project

Where can I find example project with Soomla framework?
The one I can open in Unity and see how it works.
Soomla knowledge base doesn't help at all.
Maybe there is one in unity assets store?
I believe this project provided by Spartonix (not by SOOMLA) is your best bet.
https://www.assetstore.unity3d.com/en/#!/content/31343
These two may be able to help. They are getting a bit dated though.
https://www.youtube.com/watch?v=rkflG8RdiU0&list=PLi8OcITs56tMoZg191ZjKcZpxmzO5wBZ-
https://www.youtube.com/watch?v=3u3Q4WEEEkc&list=PLi8OcITs56tOj2ZNOmYRIrBIxkVecodth

basex/rest - blog complete app

As part of a project, I am to implement the blog-application mentioned on this site: https://github.com/siserle/blog-example
There is absolutely no direction being provided as what I must do and I am not sure where to start. Can someone who is familiar with this type of application please let me know what steps I need to take. I am specifically supposed to implement the blog-complete section.
The blog-complete.xqm is found the restxq folder, and it has a lot of code. I am not sure what I need to do with that code. Looking at the code, it looks like I must separate it (though i am not sure), and place some files in the webapp folder of basex and some maybe in the static folder. Anyway, I am sure anyone reading this will understand that I am completely lost. Please shed some light on what I must do.
Your help is much appreciated.

How do you integrate cocoslive into a cocos2d game?

I have searched online for how to do this but I don't understand. The only thing that I find is people telling each other to look at the example that came with cocos2d. What example is that? Where is it located? All I can find are class files. And I do not know how to link UIKit and Cocos2d together which makes it even harder.
Does anyone know where I should start?
Thanks
Um, I have absolutly no idea how to do this. There are no online tutorials (Weird) so please help. I've spent so long on this that I am losing interest which is bad.
Tate
I think the example you are talking about is located in the "tests\cocosLive" Folder.

How do I use a 3rd party C library in Xcode for my iphone project?

love this site and all helpful people! I'm newbie to Xcode and iPhone programming but I've pretty much got the hang of using the SDK to make programs in Obj-C (simple programs right now but make me happy). My experience is web programming (such as PHP and Perl) and I'm not really used to a lot of the new Xcode/desktopy-app stuff like static libraries and linking and such. I be honest, I am not total awesome programmer yet!
I have a problem right now, my (card game) program I am writing needs to use this C library. I don't really understand how I get the proper C files and integrate them into my project so I can start using the commands in that tutorial to evaluate hand values.
I hope I have been clear, please let me know if there is anything I am leaving out. Unfortunately, my newbieness may prevent from me making everything so clear and sometimes I can't english perfectly what I am thinking!
Happy thanks in advance, looking forward to any help!
Couple things:
The library you linked to is quite large. Pokersource appears to be a large C project containing all sorts of things like language bindings and some GUI tools as well. A project that large certainly has an IRC channel. I would recommend going there.
The library you linked to appears to be (I may be wrong about this), licensed under the GPLv3. This means that any program that you distribute to others that uses a GPLv3 library or piece of code must also be licensed under the GPLv3. The upshot is that if you use that library, you'll have to release the source for your game.
The site you linked to does seem to have a long list of other poker hand evaluators, so its possible one of them is suitable for your needs.
Good luck!
it's totally possible to use third party static libraries with your iPhone and using Xcode. This webpage illustrates the process of doing it.

Want to share a MGTwitterEngine iPhone Xcode skeleton project?

Anyone want to share an Xcode project that has MGTwitterEngine in it? Mine won't compile. Are there certain project settings to set? I just made a stock tab bar app for iPhone and added the MGTwitterEngine files. Tons of compiler errors. What am I missing?
I had same problem. To get it to compile I added "$SDKROOT/usr/include/libxml2" to the Header Search Paths list. I also checked Recursive checkbox.
Make sure that you're adding "$SDKROOT/usr/include/libxml2" to header search paths in your Target settings and not just the Project.
I managed to get the library path right eventually. However, in the end, I got rid of the whole MGTwitterEngine thing and went with the TwitterHelper stuff that I noticed the folks from the Stanford iPhone class using. It uses the synchronous calls and it's not as full-featured. But it's lighter and I understand it better. I just use threading to counter the synchronicity. (Hey, wasn't that a song?!) Anyway, a little JSON code and it's all under control. Most of you are probably going to think I'm a noob but it just feels cleaner and easier to handle. I know there are plenty of good reasons to use MGTwitterEngine.
Bottom line is, even though I got it to work by getting the library path right, I don't even need to worry about any paths by adding the very small TwitterHelper stuff to my project. Seems more Mac-like than to have to go into too much tinkering (I can already hear the experts saying that setting paths is not too much but I absolutely detest the Project Settings dialog.)
You also need to add
libxml to Header Search Path ( should be something like /usr/library/libxml2 )
I just wanted to add something that tripped me up. You have to make sure the Target header search path is also set because it may override the default project search path headers. If you are unable to find some header files that the path is definitely pointing to correctly in your project search path headers, then this is probably the reason.
You're probably missing the libxml library. You need to add that to your linked frameworks. Here's a question that has a little more information, but that's the gist of it.
Best approach for XML parsing on the iPhone