iPad support

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iPad support

Postby DanBraddock » Thu Jan 06, 2011 4:41 pm

One month ago I submitted a request for help in setting up Newton to run on a MacBook iPad simulator.
I have received no replies although there appeared to have been about 195 views of my request.

Is it premature to expect iPad support in Newton this early since iPad is relatively new?
I thought iPad code requirements were supposed to be close to the same as for iPhone.

When I try to add the Newton SDK to an iPad project I received many error messages.
Some messages appear to result from dependencies on MAC OS instead of only on iOS (which as I understand it includes iPhone support). Other messages, and some of the source code suggest that Newton does not currently use OpenGL ES (which I believe is required by iPad graphics hardware) but rather uses OpenGL library.

Any suggestions on how I can get started with Newton on iPad would be greatly appreciated.
I am currently using Xcode 3.2 (the iPad simulator).

Dan Braddock
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Re: iPad support

Postby Julio Jerez » Thu Jan 06, 2011 5:16 pm

But isen't t the IPad, IPot touch and the Iphone the same SDk.
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Re: iPad support

Postby DanBraddock » Thu Jan 06, 2011 6:37 pm

Hello Julio,

That was my understanding, but has anyone actually tried using the iPad?
I having trouble building a project which includes Newton SDK.

Is there a simple sequence of steps that I can execute to get started using Xcode 3.2 ?

Thanks for any guidance you can provide.

Dan
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Re: iPad support

Postby thedmd » Fri Jan 07, 2011 8:11 am

I will try newton both on iPad and iPhone as soon as build will be available.
Xcode can prepare universal library, so it will work on both platforms.
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Re: iPad support

Postby Julio Jerez » Fri Jan 07, 2011 12:21 pm

The library that is posted is compile and tested on an IPot Touch,
I do not own an iphone or an ipad, but people had used sussesfully in iphone.
lats time some one report a bug with pthread folk and I need to recompiled but that is how much i know

I will make the next Iphone build without threading code, and I will also update to xcode 3.2
because when I comiple the last buil with xcode 3.0 it seems to work, so the bug must be wit the new Iphone SDK.

Thsi will be some timne next week.
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Re: iPad support

Postby thedmd » Fri Jan 07, 2011 2:45 pm

I will try luck with current version.
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Re: iPad support

Postby thedmd » Mon Jan 10, 2011 12:03 pm

Works like a charm. I had no problem to use it.
thedmd
 

Re: iPad support

Postby Julio Jerez » Mon Jan 10, 2011 12:23 pm

That was my impresion. 8)

But I will update to the latest MAC iphone SDK sometime this week because the Mac is lagging behind a little
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Re: iPad support

Postby DanBraddock » Mon Jan 10, 2011 9:04 pm

Hello Julio,

Please help, if you will, by indicating the following:

1) The steps involved in installing the SDK.
2) Is any Xcode build required ? If so, how do you initiate it ?
3) How do you test the SDK ? Is there a simple set of steps that I can use to show that it works ?
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Re: iPad support

Postby Julio Jerez » Mon Jan 10, 2011 9:10 pm

you just open the project in xcode and run the demos.
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Re: iPad support

Postby DanBraddock » Tue Jan 11, 2011 4:02 am

When I try to run on Xcode 3.2 here is what I get:

zzz.tiff
zzz.tiff (199.66 KiB) Viewed 3963 times
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Re: iPad support

Postby thedmd » Tue Jan 11, 2011 4:09 am

This is a very basis of using Xcode. Notice big "Base SDK Missing" in upper left corner.
You have to select SDK which is on your mac. Right click on Target, "Get Info" and select current base SDK. Then reselect target and "missing" message should disappear.
thedmd
 

Re: iPad support

Postby DanBraddock » Tue Jan 11, 2011 7:14 pm

Thanks for the information.
I tried your steps but the base SDK is still missing.
It turns out that my MacBook appears to have MacOSX10.5 and 10.6 but no 10.4.
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Re: iPad support

Postby Julio Jerez » Tue Jan 11, 2011 7:57 pm

using sdk 10.4 is by design, it is always compaible with news versions.

The SDK should work out of the Box, I do not undernad why you are getting problem to run it.
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Re: iPad support

Postby thedmd » Tue Jan 11, 2011 8:05 pm

Restart Xcode or select different target and then select original target back. You may also try to remove local project settings (Finder, show content of Xcode project, remove two local settings files, do not remove project itself!).
Should help.
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