.net barcode generator code project 2: Getting Started in Objective-C

Print Data Matrix ECC200 in Objective-C 2: Getting Started

CHAPTER 2: Getting Started
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To solve this issue, open the Project menu in Xcode and select Edit Project Settings. A dialog titled Project HelloWorld Info opens, as shown in Figure 2 3. At the bottom of this dialog, look for the dropdown labeled Base SDK for All Configurations. It will read something like iPhone Device 3.0 (missing). Change this to the most current iPhone SDK version that s available. NOTE: Setting the Base SDK to a specific SDK version doesn t mean that your app will work only on devices running this particular version of the iOS. Instead, this is defined by a Build Setting named iPhone OS Deployment Target, which you can find on the Build tab of the Get Info dialog. There you can select which iOS version your app will run with, from iOS 2.0 through iOS 4.0.
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Figure 2 3. To fix the Base SDK Missing error, change the Base SDK setting to the SDK version available on your system.
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CHAPTER 2: Getting Started
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Now you ll be able to Build and Run the project. By default, the iPhone Simulator will start up and the result should look like Figure 2 4.
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Figure 2 4. Success! The template project works and displays a Hello World label running in the iPhone Simulator.
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The HelloWorld Application
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So here we are with minimal fuss you created a running cocos2d application. Perfect. Say no more. Say no more. But now you want to know how it works, right Well, I didn t expect you d let me off the hook so easily. And something tells me that, however deep I go into the details over the course of the book, you ll want to know more. That s the spirit! Let s check what s in the Hello World Xcode project and see how it all works so you get a rough overview of how things are connected.
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CHAPTER 2: Getting Started
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Locating the HelloWorld files
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First, a quick primer in case you ve never worked with Xcode before. By default, you ll see a pane called Groups & Files on the left side of the Xcode project window, like the one in Figure 2 5. That s where Xcode keeps all file references, among plenty of other things like Targets and Executables. Just focus on the Groups & Files for now that are below the HelloWorld project.
Figure 2 5. Xcode s Groups & Files pane. The expanded groups contain the project files we ll be looking at.
In the group named cocos2d Sources you ll find all the files the cocos2d game engine consists of. Feel free to explore these files. You don t need to know the details of the cocos2d game engine, but it s good to have the source files sitting there, especially when it comes to debugging, or in case you get curious and want to know how things work under the hood.
CHAPTER 2: Getting Started
NOTE: Xcode s Groups & Files pane looks a lot like folders and files Finder. Don t mistake what Xcode calls groups for Finder s folders. You can have your files in Xcode arranged in many groups, but in Finder they can still all be in the same folder. This is why they are called groups. They allow you to rearrange files freely, regardless of where they are stored on the Mac s hard drive.
Resources
Let s work from the bottom up. In the Resources group you ll find (and later add) all the additional files that aren t source code, such as images and audio files. The Default.png file is the image that s displayed when iOS is loading your app and Icon.png is, of course, the app s icon. The fps_images.png file is used by cocos2d to display the framerate; you should not remove or modify it. Inside the Info.plist file, you ll find a number of settings for your application. You ll only need to make changes here when you get close to publishing your app.
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