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		<title>Sparrow Forum &#187; Recent Topics</title>
		<link>http://forum.sparrow-framework.org/</link>
		<description>The Sparrow Framework Community</description>
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		<pubDate>Thu, 23 Feb 2012 06:16:50 +0000</pubDate>
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		<item>
			<title>enbr on "Sparrow License Change"</title>
			<link>http://forum.sparrow-framework.org/topic/sparrow-license-change#post-12026</link>
			<pubDate>Thu, 23 Feb 2012 00:38:32 +0000</pubDate>
			<dc:creator>enbr</dc:creator>
			<guid isPermaLink="false">12026@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;I noticed a recent change on Github to the Sparrow license. The modified condition 3 now says this.&#60;/p&#62;
&#60;p&#62;3. Redistributions in binary form via an online application distribution system (like the Apple App Store) that inhibit execution of condition 2 must include a text equivalent to the following in the app description: &#34;Powered by the Sparrow Framework&#34;. The content of the following disclaimer is still in effect.&#60;/p&#62;
&#60;p&#62;Basically, #2 just says that the legal notice must be incorporated in all distributions.&#60;br /&#62;
To clarify, does this mean that any apps using Sparrow must say this in the App Store description from now on? Or can the notice be in app? I prefer to put mine in my app's about section. I have no problem supporting the Sparrow Framework, but I would like to be clear about how I need to do this.&#60;/p&#62;
&#60;p&#62;Thanks,&#60;br /&#62;
Brian
&#60;/p&#62;</description>
		</item>
		<item>
			<title>cowgp on "Adjust hue of a texture"</title>
			<link>http://forum.sparrow-framework.org/topic/adjust-hue-of-a-texture#post-10588</link>
			<pubDate>Wed, 02 Nov 2011 19:29:24 +0000</pubDate>
			<dc:creator>cowgp</dc:creator>
			<guid isPermaLink="false">10588@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;I'm looking to manipulate the textures of an SPMovieClip on the fly by adjusting their Hue.  &#60;/p&#62;
&#60;p&#62;As it stands, I've done setColor:ui and that results in obviously a shift in the color of the image, but it shifts white as well... which is not desired.  &#60;/p&#62;
&#60;p&#62;Ideally I'm looking for a true shift in hue where all colors are shifted by a number of degrees, but saturation and luminance are left untouched.  Example...  the Hue slider in this sample app from apple: &#60;a href=&#34;http://developer.apple.com/library/ios/#samplecode/GLImageProcessing/Introduction/Intro.html&#34; rel=&#34;nofollow&#34;&#62;http://developer.apple.com/library/ios/#samplecode/GLImageProcessing/Introduction/Intro.html&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;At a minimum though, it seems like I should be able to tweak sparrow's application of the setColor value like this post on stack overflow which shows an attempt to keep the white through the basic setColor tweak that sparrow seems to be doing by default:&#60;br /&#62;
&#60;a href=&#34;http://stackoverflow.com/questions/4361023/opengl-es-1-1-how-to-change-texture-color-without-losing-luminance&#34; rel=&#34;nofollow&#34;&#62;http://stackoverflow.com/questions/4361023/opengl-es-1-1-how-to-change-texture-color-without-losing-luminance&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;So my question is first, has anyone done this, if so can you share...&#60;br /&#62;
And second, if I'm gonna add support for this, any tips on where/how to implement this change?  &#60;/p&#62;
&#60;p&#62;I'm guessing this is an obvious starting point: &#60;a href=&#34;http://wiki.sparrow-framework.org/manual/extending_sparrow&#34; rel=&#34;nofollow&#34;&#62;http://wiki.sparrow-framework.org/manual/extending_sparrow&#60;/a&#62;  but hoping for more guidance than that.&#60;/p&#62;
&#60;p&#62;thanks.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>TTStu on "SPDisplayObject+Image Scaling Successive Images"</title>
			<link>http://forum.sparrow-framework.org/topic/spdisplayobjectimage-scaling-successive-images#post-12004</link>
			<pubDate>Wed, 22 Feb 2012 11:29:36 +0000</pubDate>
			<dc:creator>TTStu</dc:creator>
			<guid isPermaLink="false">12004@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;Hi, I'm using Shilo's SPDisplayObject+Image to get UIImage objects out of SPImages.&#60;/p&#62;
&#60;p&#62;It gets the image and displays fine, but each subsequent image scales down a bit further.&#60;/p&#62;
&#60;p&#62;So the first UIImage I create is displayed at full size.&#60;/p&#62;
&#60;p&#62;UIImage *image1 = [mySPImage1 UIImage];&#60;/p&#62;
&#60;p&#62;The second one is scaled, it looks like it's half size.&#60;/p&#62;
&#60;p&#62;UIImage *image2 = [mySPImage2 UIImage];&#60;/p&#62;
&#60;p&#62;And so on, each time any new image appears to be scaled by half again.&#60;/p&#62;
&#60;p&#62;WTF is going on?&#60;/p&#62;
&#60;p&#62;Any ideas?&#60;/p&#62;
&#60;p&#62;I am changing nothing in the code, just calling UIImage method on different SPImages.&#60;/p&#62;
&#60;p&#62;I'm currently looking around for a solution, but any ideas are greatly appreciate  &#38;lt;img src=&#38;quot;http://forum.sparrow-framework.org/my-plugins/bb-smilies/default/icon_smile.gif&#38;quot; title=&#38;quot;:)&#38;quot; class=&#38;quot;bb_smilies&#38;quot; /&#38;gt; &#60;/p&#62;
&#60;p&#62;I tried hard coding fullSize in the extension, and also setting the scale factor to 1 but this doesn't have any effect.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>niksan on "SXParticleSystem"</title>
			<link>http://forum.sparrow-framework.org/topic/sxparticlesystem#post-12023</link>
			<pubDate>Wed, 22 Feb 2012 21:34:48 +0000</pubDate>
			<dc:creator>niksan</dc:creator>
			<guid isPermaLink="false">12023@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;Are there any guidelines to using this at all?&#60;/p&#62;
&#60;p&#62;I'm currently using it but have an issue with one of my particles in that when it starts it will stall my game for ~200ms, now I'm unsure if this is down to an initial setup phase or it's drawing too much, the max particle is only set to 98.&#60;/p&#62;
&#60;p&#62;If I change max particles to about 15 everything is OK.&#60;/p&#62;
&#60;p&#62;I must admit I'm calling particleSystemWithContentsOfFile every time I fire one off, but I'm wondering where the general bottle neck would be, or is there just a general best practice guide I can read.&#60;/p&#62;
&#60;p&#62;Thanks.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>niksan on "Texel to pixel mapping."</title>
			<link>http://forum.sparrow-framework.org/topic/texel-to-pixel-mapping#post-11976</link>
			<pubDate>Mon, 20 Feb 2012 23:08:39 +0000</pubDate>
			<dc:creator>niksan</dc:creator>
			<guid isPermaLink="false">11976@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;Is there a problem in the way sparrow deals with texel to pixel mappings? AFAIK sparrow treats texel points like vertex points when it should be more akin to the following.&#60;/p&#62;
&#60;p&#62;&#60;a href=&#34;http://ofps.oreilly.com/static/titles/9780596804824/figs/incoming/TexelCenters.png&#34; rel=&#34;nofollow&#34;&#62;http://ofps.oreilly.com/static/titles/9780596804824/figs/incoming/TexelCenters.png&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;Am I wrong on this?
&#60;/p&#62;</description>
		</item>
		<item>
			<title>TrahDivad on "Sparrow vs Starling"</title>
			<link>http://forum.sparrow-framework.org/topic/sparrow-vs-starling#post-11982</link>
			<pubDate>Tue, 21 Feb 2012 18:16:13 +0000</pubDate>
			<dc:creator>TrahDivad</dc:creator>
			<guid isPermaLink="false">11982@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;I've just finished reading the blog post about the future of Starling and Sparrow. The part about Starling says that Adobe will soon release a new version of AIR that will allow us to write games for iOS with Starling. If that's the case, what are the pros and cons of sticking with Sparrow? Performance? What are the pros of switching to Starling? Platform independence? Anything else?
&#60;/p&#62;</description>
		</item>
		<item>
			<title>CheekyMammoth on "Cutlass Cove Gameplay Preview"</title>
			<link>http://forum.sparrow-framework.org/topic/cutlass-cove-gameplay-preview#post-11981</link>
			<pubDate>Tue, 21 Feb 2012 17:33:29 +0000</pubDate>
			<dc:creator>CheekyMammoth</dc:creator>
			<guid isPermaLink="false">11981@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;Hi guys,&#60;/p&#62;
&#60;p&#62;Cutlass Cove is almost out and we're excited to show you a preview of the gameplay. You can check it out at the Touch Arcade forums located here:&#60;/p&#62;
&#60;p&#62;&#60;a href=&#34;http://forums.toucharcade.com/showthread.php?t=123355&#34; rel=&#34;nofollow&#34;&#62;http://forums.toucharcade.com/showthread.php?t=123355&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;Or drop by our website:&#60;/p&#62;
&#60;p&#62;&#60;a href=&#34;http://www.cheekymammoth.com&#34; rel=&#34;nofollow&#34;&#62;http://www.cheekymammoth.com&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;If you do have a Touch Arcade account, we'd be delighted if you want to leave feedback in that thread.&#60;/p&#62;
&#60;p&#62;Cutlass Cove is a universal App. It was made with the help of the fantastic Sparrow Framework and Box2D. Look for it in March 2012 (compatible with iPod 2G and above).&#60;/p&#62;
&#60;p&#62;PS. I usually post here as &#34;paul&#34;, but from now on I will post as CheekyMammoth.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>synergie7 on "Thread safety of Events"</title>
			<link>http://forum.sparrow-framework.org/topic/thread-safety-of-messages#post-11961</link>
			<pubDate>Sun, 19 Feb 2012 22:39:09 +0000</pubDate>
			<dc:creator>synergie7</dc:creator>
			<guid isPermaLink="false">11961@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;Hi,&#60;/p&#62;
&#60;p&#62;I need to do some background loading of data i.e downloading from the web within my Sparrow app.&#60;/p&#62;
&#60;p&#62;I don't need to do any drawing etc, but I do need to send events from the asynchronous part of the code to the foreground to signal when the downloads are complete, mainly to show progress.&#60;/p&#62;
&#60;p&#62;Is there anything special I need to do with these Events e.g. somehow mark them as atomic etc.&#60;/p&#62;
&#60;p&#62;Thanks&#60;/p&#62;
&#60;p&#62;Roger
&#60;/p&#62;</description>
		</item>
		<item>
			<title>marioS on "Blurry / jagged images"</title>
			<link>http://forum.sparrow-framework.org/topic/blurry-jagged-images#post-4318</link>
			<pubDate>Wed, 02 Feb 2011 19:29:14 +0000</pubDate>
			<dc:creator>marioS</dc:creator>
			<guid isPermaLink="false">4318@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;Why do my sprites/images look perfect when straight but have blurred/jagged edges when rotated and moved or animated on the Ipad?
&#60;/p&#62;</description>
		</item>
		<item>
			<title>nilaf_prince on "Ui elements and Sparrow"</title>
			<link>http://forum.sparrow-framework.org/topic/ui-elements-and-sparrow#post-11970</link>
			<pubDate>Mon, 20 Feb 2012 19:23:31 +0000</pubDate>
			<dc:creator>nilaf_prince</dc:creator>
			<guid isPermaLink="false">11970@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;I am working on a ToDo app. I want to use UITextField element to have editable textfield. I love Brian's version of SPTextField but i want use all functionalities uitextfield provides like magnification when tapped. &#60;/p&#62;
&#60;p&#62;It can easily done by adding uitextfield to stage native view but is it good practice?
&#60;/p&#62;</description>
		</item>
		<item>
			<title>starenchanter on "Using Sparrow with Augmented Reality"</title>
			<link>http://forum.sparrow-framework.org/topic/using-sparrow-with-augmented-reality#post-11910</link>
			<pubDate>Thu, 16 Feb 2012 11:23:56 +0000</pubDate>
			<dc:creator>starenchanter</dc:creator>
			<guid isPermaLink="false">11910@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;Hello Folks!&#60;br /&#62;
As i'm in Love with sparrow since nearly the beginning i had an idea some days ago i would need the help of you folks for.&#60;/p&#62;
&#60;p&#62;Basically i love 2D. And i love Toys. So why not combine 2D with a Technical Toy like Augmented Reality is?! How cool would it be to display my several sparrow projects i am working on on a sheet of paper with the help of my iphone?! There are several Augmented Reality SDKs out there (the most popular one being StringSDK for example) and although i never learned OpenGL Code i got the Point that this stuff works by modifying the glMatrix during the render process. &#60;/p&#62;
&#60;p&#62;And i thought &#34;Hey! I can use the render method of the sparrow objects for that&#34; ... i would try to hack it this Weekend, BUT i wanted to be sure that this stuff is possible, and of course if you guys have some hints on how to do that i would love to take them seriously  &#38;lt;img src=&#38;quot;http://forum.sparrow-framework.org/my-plugins/bb-smilies/default/icon_smile.gif&#38;quot; title=&#38;quot;:)&#38;quot; class=&#38;quot;bb_smilies&#38;quot; /&#38;gt; &#60;/p&#62;
&#60;p&#62;Sooo long story short:&#60;br /&#62;
Can you give me some advice or hints if it is possible to override the &#60;/p&#62;


&#60;div class=&#34;bb_syntax&#34;&#62;&#60;div class=&#34;code&#34;&#62;&#60;pre class=&#34;objc&#34; style=&#34;font-family:monospace;&#34;&#62;&#60;span style=&#34;color: #002200;&#34;&#62;-&#60;/span&#62;&#60;span style=&#34;color: #002200;&#34;&#62;&#38;#40;&#60;/span&#62;&#60;span style=&#34;color: #a61390;&#34;&#62;void&#60;/span&#62;&#60;span style=&#34;color: #002200;&#34;&#62;&#38;#41;&#60;/span&#62;render&#60;span style=&#34;color: #002200;&#34;&#62;:&#60;/span&#62;&#60;span style=&#34;color: #002200;&#34;&#62;&#38;#40;&#60;/span&#62;&#60;span style=&#34;color: #400080;&#34;&#62;SPRenderSupport&#60;/span&#62;&#60;span style=&#34;color: #002200;&#34;&#62;*&#60;/span&#62;&#60;span style=&#34;color: #002200;&#34;&#62;&#38;#41;&#60;/span&#62;support&#60;span style=&#34;color: #002200;&#34;&#62;&#38;#123;&#60;/span&#62;&#60;span style=&#34;color: #002200;&#34;&#62;&#38;#125;&#60;/span&#62;&#60;/pre&#62;&#60;/div&#62;&#60;/div&#62;



&#60;p&#62;Method in order to apply some matrix informations that i get through the different Augmented Reality SDKs out there?&#60;/p&#62;
&#60;p&#62;THX Daniel for this F**KIN' great SH*T sparrow is and i wish you two guys all the best on your own Company  &#38;lt;img src=&#38;quot;http://forum.sparrow-framework.org/my-plugins/bb-smilies/default/icon_wink.gif&#38;quot; title=&#38;quot;;)&#38;quot; class=&#38;quot;bb_smilies&#38;quot; /&#38;gt; &#60;/p&#62;
&#60;p&#62;Alex&#60;br /&#62;
(www.studio-fizbin.de)
&#60;/p&#62;</description>
		</item>
		<item>
			<title>TTStu on "Tween Animate Timer Non Numerical Property"</title>
			<link>http://forum.sparrow-framework.org/topic/tween-animate-timer-non-numerical-property#post-11936</link>
			<pubDate>Fri, 17 Feb 2012 10:09:15 +0000</pubDate>
			<dc:creator>TTStu</dc:creator>
			<guid isPermaLink="false">11936@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;Hi,&#60;/p&#62;
&#60;p&#62;I want a very simple timed effect.&#60;/p&#62;
&#60;p&#62;I want something to be visible for 0.1 seconds, and then be invisible again.&#60;/p&#62;
&#60;p&#62;The nice neat timed way to do it is to use a tween with the juggler but the object.visible is a boolean and not a float, and hence is not animatable.&#60;/p&#62;
&#60;p&#62;So I tried setting the alpha property instead, which works, but I DON'T WANT to generate the intermediate frames... eg I don't want it to &#34;fade&#34; I just want visible -&#38;gt; invisible.&#60;/p&#62;
&#60;p&#62;Any suggestions as to the best way to go about this?&#60;/p&#62;
&#60;p&#62;Using the juggler is preferable since it is already called every frame anyways.&#60;/p&#62;
&#60;p&#62;Perhaps there is a way to force the tween to only generate two stages (on/off)?
&#60;/p&#62;</description>
		</item>
		<item>
			<title>zyzzyxx on "SPTextureAtlas  -- Quick Question"</title>
			<link>http://forum.sparrow-framework.org/topic/sptextureatlas-quick-question#post-11965</link>
			<pubDate>Mon, 20 Feb 2012 07:30:45 +0000</pubDate>
			<dc:creator>zyzzyxx</dc:creator>
			<guid isPermaLink="false">11965@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;Hello,&#60;br /&#62;
  I have 24 food images built into atlas.png.&#60;br /&#62;
I use the atlas.png to generate SPTExttureAtlas and from there I get a particular image, by accessing the texture by name.&#60;/p&#62;
&#60;p&#62;This happens in a loop and after an event. In the first pass, I get three images and everything is fine, however, when the time comes to get the next food image, I get EXEC_BAD_ACCESS.&#60;/p&#62;
&#60;p&#62;I was wondering if I'm missing something here:&#60;/p&#62;
&#60;p&#62;Here is the code for reference:&#60;br /&#62;
//Class AA&#60;br /&#62;
-(id) initwithImageObject:(NSString *)imgId&#60;br /&#62;
{&#60;br /&#62;
    self = [super init];&#60;br /&#62;
    if (self)&#60;br /&#62;
    {&#60;br /&#62;
        mImageDisplayObject = [SPImage imageWithTexture:[ MM getImageTexture:imgId]];&#60;br /&#62;
return self;&#60;br /&#62;
    }&#60;br /&#62;
    return NULL;&#60;br /&#62;
}&#60;/p&#62;
&#60;p&#62;//Class MM&#60;br /&#62;
+(SPTexture *) getImageTexture:(NSString *) imageId&#60;br /&#62;
{&#60;/p&#62;
&#60;p&#62;///FoodAtlas is static.&#60;br /&#62;
    if (foodAtlas == NULL)&#60;br /&#62;
    {&#60;br /&#62;
        foodAtlas = [SPTextureAtlas atlasWithContentsOfFile:@&#34;foodImages/atlas.xml&#34;];&#60;br /&#62;
    }&#60;br /&#62;
    return [foodAtlas textureByName:imageId];&#60;br /&#62;
}&#60;/p&#62;
&#60;p&#62;That's all there is. Is there something specific about the SPtextureAtlas object that I should be aware of?&#60;br /&#62;
I thought I read it somewhere that it encapsulates the need for the image dimension to be of power of 2.&#60;/p&#62;
&#60;p&#62;Any help is appreciated.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Daniel on "iOS 3.0 compatibility vs. Xcode 4.3"</title>
			<link>http://forum.sparrow-framework.org/topic/ios-30-compatibility-vs-xcode-43#post-11969</link>
			<pubDate>Mon, 20 Feb 2012 13:39:42 +0000</pubDate>
			<dc:creator>Daniel</dc:creator>
			<guid isPermaLink="false">11969@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;Hi guys,&#60;/p&#62;
&#60;p&#62;I just wanted to test Sparrow on an old iOS 3.1 device with the latest Xcode 4.3 -- unfortunately, games built in that environment won't start; they hang/stop when Sparrow wants to create the &#34;EAGLContext&#34;.&#60;/p&#62;
&#60;p&#62;In Xcode 4.2, it worked without problems. &#60;/p&#62;
&#60;p&#62;Unfortunately, I could not find the reason for the errors in the latest Xcode. So, I can only recommend *not* to upgrade Xcode to those who want to support these old iOS versions. &#60;/p&#62;
&#60;p&#62;On the other hand, it might only be a problem on my system; or Apple might fix this with the next update. In any case, those who want to try it, don't forget that it's necessary to add a weak/optional link to &#34;libSystem.B.dylib&#34; for Sparrow to work on iOS 3.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>enbr on "Can&#039;t run Unit Tests"</title>
			<link>http://forum.sparrow-framework.org/topic/cant-run-unit-tests#post-11949</link>
			<pubDate>Fri, 17 Feb 2012 20:25:14 +0000</pubDate>
			<dc:creator>enbr</dc:creator>
			<guid isPermaLink="false">11949@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;Out of curiosity I tried to run the Sparrow Unit Tests but was unable too. Any ideas on how to fix the errors below?&#60;br /&#62;
Thanks,&#60;br /&#62;
Brian&#60;/p&#62;
&#60;pre&#62;
Ld /Users/brian/Library/Developer/Xcode/DerivedData/Sparrow-bctpyiqukkzzupdzigthcsqnkaez/Build/Products/Debug-iphonesimulator/UnitTest.octest/UnitTest normal i386
    cd /Users/brian/Dropbox/Github/Sparrow-Framework/sparrow/src
    setenv MACOSX_DEPLOYMENT_TARGET 10.6
    setenv PATH &#34;/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin:/Applications/Xcode.app/Contents/Developer/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin&#34;
    /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang -arch i386 -bundle -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator5.0.sdk -L/Users/brian/Library/Developer/Xcode/DerivedData/Sparrow-bctpyiqukkzzupdzigthcsqnkaez/Build/Products/Debug-iphonesimulator -F/Users/brian/Library/Developer/Xcode/DerivedData/Sparrow-bctpyiqukkzzupdzigthcsqnkaez/Build/Products/Debug-iphonesimulator -F/Applications/Xcode.app/Contents/Developer/Library/Frameworks -filelist /Users/brian/Library/Developer/Xcode/DerivedData/Sparrow-bctpyiqukkzzupdzigthcsqnkaez/Build/Intermediates/Sparrow.build/Debug-iphonesimulator/UnitTests.build/Objects-normal/i386/UnitTest.LinkFileList -mmacosx-version-min=10.6 -Xlinker -objc_abi_version -Xlinker 2 -framework Foundation -framework SenTestingKit -framework UIKit -ObjC -all_load -Xlinker -no_implicit_dylibs -D__IPHONE_OS_VERSION_MIN_REQUIRED=50000 -lSparrow -lz -framework CoreGraphics -framework Foundation -framework OpenGLES -framework QuartzCore -framework UIKit -framework OpenAL -framework AVFoundation -framework AudioToolbox -o /Users/brian/Library/Developer/Xcode/DerivedData/Sparrow-bctpyiqukkzzupdzigthcsqnkaez/Build/Products/Debug-iphonesimulator/UnitTest.octest/UnitTest

Undefined symbols for architecture i386:
  &#34;_OBJC_METACLASS_$_SenTestCase&#34;, referenced from:
      _OBJC_METACLASS_$_SPNSExtensionsTest in SPNSExtensionsTest.o
      _OBJC_METACLASS_$_SPImageTest in SPImageTest.o
      _OBJC_METACLASS_$_SPDisplayObjectTest in SPDisplayObjectTest.o
      _OBJC_METACLASS_$_SPMovieClipTest in SPMovieClipTest.o
      _OBJC_METACLASS_$_SPRectangleTest in SPRectangleTest.o
      _OBJC_METACLASS_$_SPDisplayObjectContainerTest in SPDisplayObjectContainerTest.o
      _OBJC_METACLASS_$_SPEventDispatcherTest in SPEventDispatcherTest.o
      ...
  &#34;_OBJC_CLASS_$_SenTestCase&#34;, referenced from:
      _OBJC_CLASS_$_SPNSExtensionsTest in SPNSExtensionsTest.o
      _OBJC_CLASS_$_SPImageTest in SPImageTest.o
      _OBJC_CLASS_$_SPDisplayObjectTest in SPDisplayObjectTest.o
      _OBJC_CLASS_$_SPMovieClipTest in SPMovieClipTest.o
      _OBJC_CLASS_$_SPRectangleTest in SPRectangleTest.o
      _OBJC_CLASS_$_SPDisplayObjectContainerTest in SPDisplayObjectContainerTest.o
      _OBJC_CLASS_$_SPEventDispatcherTest in SPEventDispatcherTest.o
      ...
ld: symbol(s) not found for architecture i386
clang: error: linker command failed with exit code 1 (use -v to see invocation)
&#60;/pre&#62;</description>
		</item>
		<item>
			<title>enbr on "Squares™ for iPhone, iPod touch, and iPad"</title>
			<link>http://forum.sparrow-framework.org/topic/squares%e2%84%a2-for-iphone-ipod-touch-and-ipad#post-6948</link>
			<pubDate>Wed, 08 Jun 2011 16:59:33 +0000</pubDate>
			<dc:creator>enbr</dc:creator>
			<guid isPermaLink="false">6948@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;Hello everyone, I wanted to let you know that I just released Squares, my first Sparrow game!&#60;br /&#62;
It has been a long path but is now finished. I already have updates planned so stay tuned.&#60;/p&#62;
&#60;p&#62;It is available on the App Store here:&#60;br /&#62;
&#60;a href=&#34;http://itunes.apple.com/us/app/squares/id434090961?mt=8&#34; rel=&#34;nofollow&#34;&#62;http://itunes.apple.com/us/app/squares/id434090961?mt=8&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;Enjoy!
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Jugibur on "Can&#039;t release SXParticleSystem-object"</title>
			<link>http://forum.sparrow-framework.org/topic/cant-release-sxparticlesystem-object#post-11948</link>
			<pubDate>Fri, 17 Feb 2012 19:50:58 +0000</pubDate>
			<dc:creator>Jugibur</dc:creator>
			<guid isPermaLink="false">11948@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;Hi folks,&#60;/p&#62;
&#60;p&#62;With Instruments I've found that the created ParticleSystems are still living, even after I tried a lot to release it. The dealloc methods are never called.&#60;/p&#62;
&#60;p&#62;My code:&#60;/p&#62;


&#60;div class=&#34;bb_syntax&#34;&#62;&#60;div class=&#34;code&#34;&#62;&#60;pre class=&#34;objc&#34; style=&#34;font-family:monospace;&#34;&#62;&#38;nbsp;
   SXParticleSystem &#60;span style=&#34;color: #002200;&#34;&#62;*&#60;/span&#62;particleSystem &#60;span style=&#34;color: #002200;&#34;&#62;=&#60;/span&#62; &#60;span style=&#34;color: #002200;&#34;&#62;&#38;#91;&#60;/span&#62;&#60;span style=&#34;color: #002200;&#34;&#62;&#38;#91;&#60;/span&#62;SXParticleSystem alloc&#60;span style=&#34;color: #002200;&#34;&#62;&#38;#93;&#60;/span&#62; initWithContentsOfFile&#60;span style=&#34;color: #002200;&#34;&#62;:&#60;/span&#62;&#60;span style=&#34;color: #bf1d1a;&#34;&#62;@&#60;/span&#62;&#60;span style=&#34;color: #bf1d1a;&#34;&#62;&#38;quot;neutral.pex&#38;quot;&#60;/span&#62;&#60;span style=&#34;color: #002200;&#34;&#62;&#38;#93;&#60;/span&#62;;  &#60;span style=&#34;color: #11740a; font-style: italic;&#34;&#62;// retain&#60;/span&#62;
&#38;nbsp;
    &#60;span style=&#34;color: #11740a; font-style: italic;&#34;&#62;/// Added to it's parent, so the child can be removed&#60;/span&#62;
    &#60;span style=&#34;color: #002200;&#34;&#62;&#38;#91;&#60;/span&#62;self.parent addChild&#60;span style=&#34;color: #002200;&#34;&#62;:&#60;/span&#62;particleSystem&#60;span style=&#34;color: #002200;&#34;&#62;&#38;#93;&#60;/span&#62;; &#60;span style=&#34;color: #11740a; font-style: italic;&#34;&#62;// retain      &#60;/span&#62;
&#38;nbsp;
    &#60;span style=&#34;color: #002200;&#34;&#62;&#38;#91;&#60;/span&#62;particleSystem release&#60;span style=&#34;color: #002200;&#34;&#62;&#38;#93;&#60;/span&#62;; &#60;span style=&#34;color: #11740a; font-style: italic;&#34;&#62;// release       &#60;/span&#62;
&#38;nbsp;
    particleSystem.x &#60;span style=&#34;color: #002200;&#34;&#62;=&#60;/span&#62; self.x &#60;span style=&#34;color: #002200;&#34;&#62;+&#60;/span&#62; &#60;span style=&#34;color: #2400d9;&#34;&#62;7&#60;/span&#62;;
    particleSystem.y &#60;span style=&#34;color: #002200;&#34;&#62;=&#60;/span&#62; self.y &#60;span style=&#34;color: #002200;&#34;&#62;+&#60;/span&#62; &#60;span style=&#34;color: #2400d9;&#34;&#62;7&#60;/span&#62;;
    &#60;span style=&#34;color: #002200;&#34;&#62;&#38;#91;&#60;/span&#62;particleSystem startBurst&#60;span style=&#34;color: #002200;&#34;&#62;:&#60;/span&#62;0.05f&#60;span style=&#34;color: #002200;&#34;&#62;&#38;#93;&#60;/span&#62;;
&#38;nbsp;
    &#60;span style=&#34;color: #002200;&#34;&#62;&#38;#91;&#60;/span&#62;self.juggler addObject&#60;span style=&#34;color: #002200;&#34;&#62;:&#60;/span&#62;particleSystem&#60;span style=&#34;color: #002200;&#34;&#62;&#38;#93;&#60;/span&#62;; &#60;span style=&#34;color: #11740a; font-style: italic;&#34;&#62;// retain&#60;/span&#62;
&#38;nbsp;
    &#60;span style=&#34;color: #11740a; font-style: italic;&#34;&#62;/// Remove object from it's parent after a while&#60;/span&#62;
    &#60;span style=&#34;color: #002200;&#34;&#62;&#38;#91;&#60;/span&#62;&#60;span style=&#34;color: #002200;&#34;&#62;&#38;#91;&#60;/span&#62;self.juggler delayInvocationAtTarget&#60;span style=&#34;color: #002200;&#34;&#62;:&#60;/span&#62;particleSystem byTime&#60;span style=&#34;color: #002200;&#34;&#62;:&#60;/span&#62;1.0f&#60;span style=&#34;color: #002200;&#34;&#62;&#38;#93;&#60;/span&#62; removeFromParent&#60;span style=&#34;color: #002200;&#34;&#62;&#38;#93;&#60;/span&#62;; &#60;span style=&#34;color: #11740a; font-style: italic;&#34;&#62;// release&#60;/span&#62;
&#38;nbsp;
    &#60;span style=&#34;color: #11740a; font-style: italic;&#34;&#62;/// Just a try to stop the system, so the juggler can release it&#60;/span&#62;
    &#60;span style=&#34;color: #002200;&#34;&#62;&#38;#91;&#60;/span&#62;&#60;span style=&#34;color: #002200;&#34;&#62;&#38;#91;&#60;/span&#62;self.juggler delayInvocationAtTarget&#60;span style=&#34;color: #002200;&#34;&#62;:&#60;/span&#62;particleSystem byTime&#60;span style=&#34;color: #002200;&#34;&#62;:&#60;/span&#62;1.1f&#60;span style=&#34;color: #002200;&#34;&#62;&#38;#93;&#60;/span&#62; stop&#60;span style=&#34;color: #002200;&#34;&#62;&#38;#93;&#60;/span&#62;;&#60;/pre&#62;&#60;/div&#62;&#60;/div&#62;



&#60;p&#62;Have somebody a clue whats wrong here?&#60;br /&#62;
The animation was created with a life time of around 0.5 seconds.&#60;/p&#62;
&#60;p&#62;Thanks for all suggestions!&#60;br /&#62;
Jugibur
&#60;/p&#62;</description>
		</item>
		<item>
			<title>synergie7 on "Best way to add a stage rendered event?"</title>
			<link>http://forum.sparrow-framework.org/topic/best-way-to-add-a-stage-rendered-event#post-11901</link>
			<pubDate>Wed, 15 Feb 2012 07:49:49 +0000</pubDate>
			<dc:creator>synergie7</dc:creator>
			<guid isPermaLink="false">11901@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;Hi,&#60;/p&#62;
&#60;p&#62;Following on from my other posting about when the stage gets rendered.&#60;/p&#62;
&#60;p&#62;I've come across another instance where I need to know when the stage has been re-rendered  &#38;lt;img src=&#38;quot;http://forum.sparrow-framework.org/my-plugins/bb-smilies/default/icon_sad.gif&#38;quot; title=&#38;quot;:-(&#38;quot; class=&#38;quot;bb_smilies&#38;quot; /&#38;gt; &#60;/p&#62;
&#60;p&#62;So I'm thinking that perhaps I should somehow have add some code to the SPView render to issue an event each time a frame is rendered.&#60;/p&#62;
&#60;p&#62;i.e like flash has the RENDER event which is dispatched each time a frame is actually rendered.&#60;/p&#62;
&#60;p&#62;Is there a way to do this without changing the core of Sparrow i.e as some sort of addition?&#60;/p&#62;
&#60;p&#62;Also, I'm not sure what object could listen to the event, as it would be dispatched by SPView, so I guess I'd need to get a reference to the view from the &#34;game&#34; class in order to receive such events ?
&#60;/p&#62;</description>
		</item>
		<item>
			<title>zyzzyxx on "Issues playing audio"</title>
			<link>http://forum.sparrow-framework.org/topic/issues-playing-audio#post-11947</link>
			<pubDate>Fri, 17 Feb 2012 18:32:16 +0000</pubDate>
			<dc:creator>zyzzyxx</dc:creator>
			<guid isPermaLink="false">11947@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;Hello Guys,&#60;br /&#62;
  After jumping so many hoops for Apple (mostly around holidays),&#60;br /&#62;
 the app went live and now people are buying it and running in to the problem and I'm too.&#60;/p&#62;
&#60;p&#62;So, the main problem is the app downloaded from the App store won't play the audio.&#60;br /&#62;
First I thought, that I forgot to zip the audio (look for the fault in myself first) and that was not the case. All the files are present. They are in .caf format.&#60;/p&#62;
&#60;p&#62;Its just the app won't play the audio at all.&#60;br /&#62;
When I was developing the app and would deploy it on the iPad(2.0) it will everything nicely.&#60;/p&#62;
&#60;p&#62;Has anyone seen this issue with their app or any where else?  The iPad is on iOS5 and the app was developed with iOS 5 in mind.&#60;/p&#62;
&#60;p&#62;I get the sense that this issue is just out of my league. I just don't know where to begin.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>synergie7 on "Snapshot of SPDisplayObject not on the stage"</title>
			<link>http://forum.sparrow-framework.org/topic/snapshot-of-spdisplayobject-not-on-the-stage#post-11891</link>
			<pubDate>Mon, 13 Feb 2012 23:46:23 +0000</pubDate>
			<dc:creator>synergie7</dc:creator>
			<guid isPermaLink="false">11891@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;Hi Guys,&#60;/p&#62;
&#60;p&#62;Could anyone tell me if its possible to &#34;snapshot&#34; a SPDisplayObject that is not on the stage.&#60;/p&#62;
&#60;p&#62;i.e I'd like to render an SPDisplayObject so that I can save it out as  JPEG.&#60;/p&#62;
&#60;p&#62;I can do all the JPEG stuff from stage snapshots, but it would be great if I didn't have to put the object on the stage to generate the image.&#60;/p&#62;
&#60;p&#62;NB. Currently I have to snapshot the stage, then crop the image before saving it.&#60;br /&#62;
So a method to just render one display object would be ideal.&#60;/p&#62;
&#60;p&#62;Thanks
&#60;/p&#62;</description>
		</item>
		<item>
			<title>mirzahat on "MPVideo player class trouble"</title>
			<link>http://forum.sparrow-framework.org/topic/mpvideo-player-class-trouble#post-11944</link>
			<pubDate>Fri, 17 Feb 2012 12:10:32 +0000</pubDate>
			<dc:creator>mirzahat</dc:creator>
			<guid isPermaLink="false">11944@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;Hi &#60;/p&#62;
&#60;p&#62;I have this code trying to play a movie file from the internet:&#60;/p&#62;


&#60;div class=&#34;bb_syntax&#34;&#62;&#60;div class=&#34;code&#34;&#62;&#60;pre class=&#34;objc&#34; style=&#34;font-family:monospace;&#34;&#62;&#38;nbsp;
MPMoviePlayerController &#60;span style=&#34;color: #002200;&#34;&#62;*&#60;/span&#62;mp;
&#38;nbsp;
    &#60;span style=&#34;color: #002200;&#34;&#62;&#38;#91;&#60;/span&#62;mp initWithContentURL&#60;span style=&#34;color: #002200;&#34;&#62;:&#60;/span&#62;&#60;span style=&#34;color: #002200;&#34;&#62;&#38;#91;&#60;/span&#62;&#60;span style=&#34;color: #400080;&#34;&#62;NSURL&#60;/span&#62; URLWithString&#60;span style=&#34;color: #002200;&#34;&#62;:&#60;/span&#62;&#60;span style=&#34;color: #bf1d1a;&#34;&#62;@&#60;/span&#62;&#60;span style=&#34;color: #bf1d1a;&#34;&#62;&#38;quot;http://www.imdb.com/video/screenplay/vi591961625/&#38;quot;&#60;/span&#62;&#60;span style=&#34;color: #002200;&#34;&#62;&#38;#93;&#60;/span&#62;&#60;span style=&#34;color: #002200;&#34;&#62;&#38;#93;&#60;/span&#62;;
&#38;nbsp;
    &#60;span style=&#34;color: #002200;&#34;&#62;&#38;#91;&#60;/span&#62;&#60;span style=&#34;color: #002200;&#34;&#62;&#38;#91;&#60;/span&#62;SPViewController sharedViewController&#60;span style=&#34;color: #002200;&#34;&#62;&#38;#93;&#60;/span&#62; presentModalViewController&#60;span style=&#34;color: #002200;&#34;&#62;:&#60;/span&#62;mp animated&#60;span style=&#34;color: #002200;&#34;&#62;:&#60;/span&#62;&#60;span style=&#34;color: #a61390;&#34;&#62;YES&#60;/span&#62;&#60;span style=&#34;color: #002200;&#34;&#62;&#38;#93;&#60;/span&#62;;&#60;/pre&#62;&#60;/div&#62;&#60;/div&#62;



&#60;p&#62;my SPViewController is a special one for such cases and worked great in my&#60;br /&#62;
previous projects with email client etc.&#60;/p&#62;
&#60;p&#62;Now, when I run this code I get the:&#60;/p&#62;


&#60;div class=&#34;bb_syntax&#34;&#62;&#60;div class=&#34;code&#34;&#62;&#60;pre class=&#34;objc&#34; style=&#34;font-family:monospace;&#34;&#62;AppScaffold&#60;span style=&#34;color: #002200;&#34;&#62;&#38;#91;&#60;/span&#62;&#60;span style=&#34;color: #2400d9;&#34;&#62;4053&#60;/span&#62;&#60;span style=&#34;color: #002200;&#34;&#62;:&#60;/span&#62;&#60;span style=&#34;color: #2400d9;&#34;&#62;207&#60;/span&#62;&#60;span style=&#34;color: #002200;&#34;&#62;&#38;#93;&#60;/span&#62; Error loading &#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;System&#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;Library&#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;Extensions&#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;AudioIPCDriver.kext&#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;Contents&#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;Resources&#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;AudioIPCPlugIn.bundle&#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;Contents&#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;MacOS&#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;AudioIPCPlugIn&#60;span style=&#34;color: #002200;&#34;&#62;:&#60;/span&#62;  dlopen&#60;span style=&#34;color: #002200;&#34;&#62;&#38;#40;&#60;/span&#62;&#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;System&#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;Library&#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;Extensions&#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;AudioIPCDriver.kext&#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;Contents&#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;Resources&#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;AudioIPCPlugIn.bundle&#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;Contents&#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;MacOS&#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;AudioIPCPlugIn, &#60;span style=&#34;color: #2400d9;&#34;&#62;262&#60;/span&#62;&#60;span style=&#34;color: #002200;&#34;&#62;&#38;#41;&#60;/span&#62;&#60;span style=&#34;color: #002200;&#34;&#62;:&#60;/span&#62; Symbol not found&#60;span style=&#34;color: #002200;&#34;&#62;:&#60;/span&#62; _CFXMLNodeGetInfoPtr
  Referenced from&#60;span style=&#34;color: #002200;&#34;&#62;:&#60;/span&#62; &#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;System&#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;Library&#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;Frameworks&#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;Security.framework&#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;Versions&#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;A&#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;Security
  Expected &#60;span style=&#34;color: #a61390;&#34;&#62;in&#60;/span&#62;&#60;span style=&#34;color: #002200;&#34;&#62;:&#60;/span&#62; &#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;Developer&#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;Platforms&#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;iPhoneSimulator.platform&#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;Developer&#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;SDKs&#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;iPhoneSimulator5.0.sdk&#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;System&#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;Library&#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;Frameworks&#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;CoreFoundation.framework&#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;CoreFoundation
 &#60;span style=&#34;color: #a61390;&#34;&#62;in&#60;/span&#62; &#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;System&#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;Library&#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;Frameworks&#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;Security.framework&#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;Versions&#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;A&#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;Security&#60;/pre&#62;&#60;/div&#62;&#60;/div&#62;



&#60;p&#62;any ideas what is wrong here?
&#60;/p&#62;</description>
		</item>
		<item>
			<title>mirzahat on "ios 3.x problem"</title>
			<link>http://forum.sparrow-framework.org/topic/ios-3x-problem#post-11929</link>
			<pubDate>Fri, 17 Feb 2012 09:50:13 +0000</pubDate>
			<dc:creator>mirzahat</dc:creator>
			<guid isPermaLink="false">11929@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;Hi&#60;/p&#62;
&#60;p&#62;i have the latest xcode build and added the ios 3.0 support.&#60;/p&#62;
&#60;p&#62;Now when I try to test my empty scaffold project on my ipod touch with ios 3.1&#60;br /&#62;
I get the following errors:&#60;/p&#62;


&#60;div class=&#34;bb_syntax&#34;&#62;&#60;div class=&#34;code&#34;&#62;&#60;pre class=&#34;objc&#34; style=&#34;font-family:monospace;&#34;&#62;ld&#60;span style=&#34;color: #002200;&#34;&#62;:&#60;/span&#62; warning&#60;span style=&#34;color: #002200;&#34;&#62;:&#60;/span&#62; ignoring file &#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;Users&#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;mirzahat&#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;Library&#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;Developer&#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;Xcode&#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;DerivedData&#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;AppScaffold&#60;span style=&#34;color: #002200;&#34;&#62;-&#60;/span&#62;gpcmqobbnlhzldgllnxximwdblup&#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;Build&#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;Products&#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;Debug&#60;span style=&#34;color: #002200;&#34;&#62;-&#60;/span&#62;iphoneos&#60;span style=&#34;color: #002200;&#34;&#62;/&#60;/span&#62;libSparrow.a, file was built &#60;span style=&#34;color: #a61390;&#34;&#62;for&#60;/span&#62; archive which is not the architecture being linked &#60;span style=&#34;color: #002200;&#34;&#62;&#38;#40;&#60;/span&#62;armv6&#60;span style=&#34;color: #002200;&#34;&#62;&#38;#41;&#60;/span&#62;
Undefined symbols &#60;span style=&#34;color: #a61390;&#34;&#62;for&#60;/span&#62; architecture armv6&#60;span style=&#34;color: #002200;&#34;&#62;:&#60;/span&#62;
  &#60;span style=&#34;color: #bf1d1a;&#34;&#62;&#38;quot;_OBJC_CLASS_$_SPStage&#38;quot;&#60;/span&#62;, referenced from&#60;span style=&#34;color: #002200;&#34;&#62;:&#60;/span&#62;
      objc&#60;span style=&#34;color: #002200;&#34;&#62;-&#60;/span&#62;class&#60;span style=&#34;color: #002200;&#34;&#62;-&#60;/span&#62;ref &#60;span style=&#34;color: #a61390;&#34;&#62;in&#60;/span&#62; ApplicationDelegate.o
      _OBJC_CLASS_$_Game &#60;span style=&#34;color: #a61390;&#34;&#62;in&#60;/span&#62; Game.o
  &#60;span style=&#34;color: #bf1d1a;&#34;&#62;&#38;quot;_OBJC_METACLASS_$_SPStage&#38;quot;&#60;/span&#62;, referenced from&#60;span style=&#34;color: #002200;&#34;&#62;:&#60;/span&#62;
      _OBJC_METACLASS_$_Game &#60;span style=&#34;color: #a61390;&#34;&#62;in&#60;/span&#62; Game.o
  &#60;span style=&#34;color: #bf1d1a;&#34;&#62;&#38;quot;_OBJC_CLASS_$_SPMatrix&#38;quot;&#60;/span&#62;, referenced from&#60;span style=&#34;color: #002200;&#34;&#62;:&#60;/span&#62;
      objc&#60;span style=&#34;color: #002200;&#34;&#62;-&#60;/span&#62;class&#60;span style=&#34;color: #002200;&#34;&#62;-&#60;/span&#62;ref &#60;span style=&#34;color: #a61390;&#34;&#62;in&#60;/span&#62; ApplicationDelegate.o
  &#60;span style=&#34;color: #bf1d1a;&#34;&#62;&#38;quot;_OBJC_CLASS_$_SPRectangle&#38;quot;&#60;/span&#62;, referenced from&#60;span style=&#34;color: #002200;&#34;&#62;:&#60;/span&#62;
      objc&#60;span style=&#34;color: #002200;&#34;&#62;-&#60;/span&#62;class&#60;span style=&#34;color: #002200;&#34;&#62;-&#60;/span&#62;ref &#60;span style=&#34;color: #a61390;&#34;&#62;in&#60;/span&#62; ApplicationDelegate.o
  &#60;span style=&#34;color: #bf1d1a;&#34;&#62;&#38;quot;_OBJC_CLASS_$_SPPoint&#38;quot;&#60;/span&#62;, referenced from&#60;span style=&#34;color: #002200;&#34;&#62;:&#60;/span&#62;
      objc&#60;span style=&#34;color: #002200;&#34;&#62;-&#60;/span&#62;class&#60;span style=&#34;color: #002200;&#34;&#62;-&#60;/span&#62;ref &#60;span style=&#34;color: #a61390;&#34;&#62;in&#60;/span&#62; ApplicationDelegate.o
  &#60;span style=&#34;color: #bf1d1a;&#34;&#62;&#38;quot;_OBJC_CLASS_$_SPView&#38;quot;&#60;/span&#62;, referenced from&#60;span style=&#34;color: #002200;&#34;&#62;:&#60;/span&#62;
      objc&#60;span style=&#34;color: #002200;&#34;&#62;-&#60;/span&#62;class&#60;span style=&#34;color: #002200;&#34;&#62;-&#60;/span&#62;ref &#60;span style=&#34;color: #a61390;&#34;&#62;in&#60;/span&#62; ApplicationDelegate.o
  &#60;span style=&#34;color: #bf1d1a;&#34;&#62;&#38;quot;_OBJC_CLASS_$_SPQuad&#38;quot;&#60;/span&#62;, referenced from&#60;span style=&#34;color: #002200;&#34;&#62;:&#60;/span&#62;
      objc&#60;span style=&#34;color: #002200;&#34;&#62;-&#60;/span&#62;class&#60;span style=&#34;color: #002200;&#34;&#62;-&#60;/span&#62;ref &#60;span style=&#34;color: #a61390;&#34;&#62;in&#60;/span&#62; Game.o
  &#60;span style=&#34;color: #bf1d1a;&#34;&#62;&#38;quot;_OBJC_CLASS_$_SPAudioEngine&#38;quot;&#60;/span&#62;, referenced from&#60;span style=&#34;color: #002200;&#34;&#62;:&#60;/span&#62;
      objc&#60;span style=&#34;color: #002200;&#34;&#62;-&#60;/span&#62;class&#60;span style=&#34;color: #002200;&#34;&#62;-&#60;/span&#62;ref &#60;span style=&#34;color: #a61390;&#34;&#62;in&#60;/span&#62; ApplicationDelegate.o
ld&#60;span style=&#34;color: #002200;&#34;&#62;:&#60;/span&#62; symbol&#60;span style=&#34;color: #002200;&#34;&#62;&#38;#40;&#60;/span&#62;s&#60;span style=&#34;color: #002200;&#34;&#62;&#38;#41;&#60;/span&#62; not found &#60;span style=&#34;color: #a61390;&#34;&#62;for&#60;/span&#62; architecture armv6
clang&#60;span style=&#34;color: #002200;&#34;&#62;:&#60;/span&#62; error&#60;span style=&#34;color: #002200;&#34;&#62;:&#60;/span&#62; linker command failed with &#60;span style=&#34;color: #a61390;&#34;&#62;exit&#60;/span&#62; code &#60;span style=&#34;color: #2400d9;&#34;&#62;1&#60;/span&#62; &#60;span style=&#34;color: #002200;&#34;&#62;&#38;#40;&#60;/span&#62;use &#60;span style=&#34;color: #002200;&#34;&#62;-&#60;/span&#62;v to see invocation&#60;span style=&#34;color: #002200;&#34;&#62;&#38;#41;&#60;/span&#62;&#60;/pre&#62;&#60;/div&#62;&#60;/div&#62;



&#60;p&#62;what is wrong?
&#60;/p&#62;</description>
		</item>
		<item>
			<title>bsowers on "Exception SP_EXC_NOT_RELATED"</title>
			<link>http://forum.sparrow-framework.org/topic/exception-sp_exc_not_related#post-11889</link>
			<pubDate>Mon, 13 Feb 2012 21:51:48 +0000</pubDate>
			<dc:creator>bsowers</dc:creator>
			<guid isPermaLink="false">11889@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;Very rarely our game will throw the following exception:&#60;/p&#62;
&#60;p&#62;SP_EXC_NOT_RELATED: &#34;Object not connected to target&#34;&#34;&#60;/p&#62;
&#60;p&#62;I've tracked this down to SPObject.m, where transformationMatrixToSpace can't find a common parent between the object calling the method and the object representing the target coordinate space.&#60;/p&#62;
&#60;p&#62;At this point, I'm not wildly hopeful I'll find the exact reason for the issue in our own code.  My guess is we're just removing something from the display tree at just the wrong time in some rare edge case. I've only seen it about 2 times in 6 months.  But users are seeing it happen.  &#60;/p&#62;
&#60;p&#62;If anyone has run into this and knows the most likely cause or knows of a bug in Sparrow that could cause this, that'd be awesome.  Alternatively, if anyone knows a safe work-around at the Sparrow-level - some way to turn off the exception but still keep the code behaving as normally as possible - that'd be just as good.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>humble on "Shapesynth"</title>
			<link>http://forum.sparrow-framework.org/topic/shapesynth#post-6307</link>
			<pubDate>Thu, 05 May 2011 20:21:40 +0000</pubDate>
			<dc:creator>humble</dc:creator>
			<guid isPermaLink="false">6307@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;Hello sparrows. I want to share with you a polyphonic synthesiser that lets you draw the oscillator waveform, control attack, decay, lfo envelope, delay, arpeggio and record up to 5 min on tape, unlimited layers. Shapesynth is also compatible with synthstation 25.&#60;/p&#62;
&#60;p&#62;website: &#60;a href=&#34;http://www.humbletune.com/shapesynth&#34; rel=&#34;nofollow&#34;&#62;http://www.humbletune.com/shapesynth&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;Please, pm me if you fancy a promo code…&#60;/p&#62;
&#60;p&#62;ERik
&#60;/p&#62;</description>
		</item>
		<item>
			<title>niksan on "Audio frequency"</title>
			<link>http://forum.sparrow-framework.org/topic/audio-frequency#post-11859</link>
			<pubDate>Thu, 09 Feb 2012 20:28:38 +0000</pubDate>
			<dc:creator>niksan</dc:creator>
			<guid isPermaLink="false">11859@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;I saw a post around a year ago in regards to adding panning support, not sure if that's in yet or not, but can you pretty please, with eggs on top, add a SPSoundChannel:play:rate, Will make adding subtle variance to sound free.  &#38;lt;img src=&#38;quot;http://forum.sparrow-framework.org/my-plugins/bb-smilies/default/icon_smile.gif&#38;quot; title=&#38;quot;:)&#38;quot; class=&#38;quot;bb_smilies&#38;quot; /&#38;gt; 
&#60;/p&#62;</description>
		</item>
		<item>
			<title>enbr on "Scaffold changes?"</title>
			<link>http://forum.sparrow-framework.org/topic/scaffold-changes#post-11840</link>
			<pubDate>Wed, 08 Feb 2012 01:28:32 +0000</pubDate>
			<dc:creator>enbr</dc:creator>
			<guid isPermaLink="false">11840@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;Hi Daniel,&#60;br /&#62;
I recently noticed some major additions to the scaffold project on Github?&#60;br /&#62;
Will there be a blog article upcoming on how the new setup works?&#60;br /&#62;
Thanks,&#60;br /&#62;
Brian
&#60;/p&#62;</description>
		</item>
		<item>
			<title>redbushy on "SPTextField Truncation of Text"</title>
			<link>http://forum.sparrow-framework.org/topic/sptextfield-truncation-of-text#post-11848</link>
			<pubDate>Thu, 09 Feb 2012 04:32:59 +0000</pubDate>
			<dc:creator>redbushy</dc:creator>
			<guid isPermaLink="false">11848@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;Quick question...&#60;/p&#62;
&#60;p&#62;Is there a way to determine programmatically if the text within an SPTextField object has been truncated? Like for example when the text exceeds the real-estate afforded by the dimensions of the text field and the size of the font.&#60;/p&#62;
&#60;p&#62;The &#34;...&#34; appears when this happens. I was hoping there would be a little indicator, or I could detect it based on comparing the textBounds to the width and height of the box, but I didn't find anything I could use.&#60;/p&#62;
&#60;p&#62;Any suggestions?
&#60;/p&#62;</description>
		</item>
		<item>
			<title>mattyj on "Suggestions for improving sparrow"</title>
			<link>http://forum.sparrow-framework.org/topic/suggestions-for-improving-sparrow#post-9274</link>
			<pubDate>Wed, 31 Aug 2011 01:46:05 +0000</pubDate>
			<dc:creator>mattyj</dc:creator>
			<guid isPermaLink="false">9274@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;Hi there,&#60;/p&#62;
&#60;p&#62;After using sparrow for a while (and totally enjoying it) I thought I might provide some quick feedback on making the framework easier to work with.&#60;/p&#62;
&#60;p&#62;In the SPTextField class there is the ability to add a simple border. i.e:&#60;/p&#62;
&#60;p&#62;   textField.border = YES;&#60;/p&#62;
&#60;p&#62;Could this be moved further up the class hierarchy so that it's available to any arbitrary sprite? This would be useful when developing especially when you have lots going on and lots of the sprites are transparent.&#60;/p&#62;
&#60;p&#62;Also it would be great to be able to set the colour for this too.&#60;/p&#62;
&#60;p&#62;Another potentially useful feature would be to be able to &#34;name&#34; virtually any Tween, MovieClip, Sprite etc and have a _useful_ description returned. &#60;/p&#62;
&#60;p&#62;For example if you had named your tween &#34;floater&#34;&#60;/p&#62;
&#60;p&#62;tween.name = @&#34;floater&#34;&#60;/p&#62;
&#60;p&#62;NSLog(@&#34;%@&#34;, tween); --&#38;gt; Tween [name='floater', etc].&#60;/p&#62;
&#60;p&#62;Likewise for a SPJuggler it would be great to be able to name it and then have it report it's current contents:&#60;/p&#62;
&#60;p&#62;juggler.name = @&#34;xyz&#34;;&#60;br /&#62;
[juggler addObject:tween];&#60;/p&#62;
&#60;p&#62;NSLog(@&#34;%@&#34;, juggler); --&#38;gt; Juggler [name='xyz', numberOfObjects:1, objects={Tween [name='floater']'&#60;/p&#62;
&#60;p&#62;etc. &#60;/p&#62;
&#60;p&#62;This would be great when you are trying to optimise your code, figure out where memory leaks are happening, etc.&#60;/p&#62;
&#60;p&#62;Anyways my 2 cents.&#60;/p&#62;
&#60;p&#62;Cheers,&#60;br /&#62;
Matt
&#60;/p&#62;</description>
		</item>
		<item>
			<title>TTStu on "Adding Bitmap Font To Atlas"</title>
			<link>http://forum.sparrow-framework.org/topic/adding-bitmap-font-to-atlas#post-11903</link>
			<pubDate>Wed, 15 Feb 2012 10:52:12 +0000</pubDate>
			<dc:creator>TTStu</dc:creator>
			<guid isPermaLink="false">11903@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;Hi all,&#60;/p&#62;
&#60;p&#62;when adding a bitmap font to an atlas, and registering the bitmap font with the app, does the bitmap font handling class stuff create its own copy of the images/textures or does it still access the containing atlas each time it draws a character?&#60;/p&#62;
&#60;p&#62;Trying to decide which atlas to include the bitmap font in you see, or whether to duplicate it and include it in all atlases (so I'm only ever accessing one atlas at a time).&#60;/p&#62;
&#60;p&#62;Thanks  &#38;lt;img src=&#38;quot;http://forum.sparrow-framework.org/my-plugins/bb-smilies/default/icon_smile.gif&#38;quot; title=&#38;quot;:)&#38;quot; class=&#38;quot;bb_smilies&#38;quot; /&#38;gt; 
&#60;/p&#62;</description>
		</item>
		<item>
			<title>gumaster on "adWhirl again"</title>
			<link>http://forum.sparrow-framework.org/topic/adwhirl-again#post-11897</link>
			<pubDate>Tue, 14 Feb 2012 16:44:10 +0000</pubDate>
			<dc:creator>gumaster</dc:creator>
			<guid isPermaLink="false">11897@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;Hi All,&#60;br /&#62;
I've been trying to implement adWhirl to show some ads, but I've been unable to do so. Does anyone have simple sparrow project with adWhirl that you can share? thanks
&#60;/p&#62;</description>
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