<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[]]></title><description><![CDATA[]]></description><link>https://blog.youkuaiyun.com/huanghuanghbc</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; huanghuanghbc]]></copyright><item><title><![CDATA[Could not inspect the application package]]></title><link>https://blog.youkuaiyun.com/huanghuanghbc/article/details/35561011</link><guid>https://blog.youkuaiyun.com/huanghuanghbc/article/details/35561011</guid><author>huanghuanghbc</author><pubDate>Sat, 28 Jun 2014 13:49:02 +0800</pubDate><description><![CDATA[XCode开发遇到的“Could not inspect the application package”解决方案


分类： XCode2013-12-10
 13:13 758人阅读 评论(3) 收藏 举报


今日在加入资源到XCode工程的时候，直接加了个文件夹名字为"Resources"的，结果在烧录到ipad上的时候，遇到题目中的提示，因此，不能烧录成功。



]]></description><category></category></item><item><title><![CDATA[ios 应用内启动另一个程序]]></title><link>https://blog.youkuaiyun.com/huanghuanghbc/article/details/30085359</link><guid>https://blog.youkuaiyun.com/huanghuanghbc/article/details/30085359</guid><author>huanghuanghbc</author><pubDate>Wed, 11 Jun 2014 18:21:09 +0800</pubDate><description><![CDATA[void openNewApp(const char *text)
{
    NSString *url =[NSString stringWithUTF8String:text];
    url = [url stringByAddingPercentEscapesUsingEncoding:NSUTF8StringEncoding];//假如url内包含中文
    [[UIApplica]]></description><category></category></item><item><title><![CDATA[IOS 后台执行代码(voip socket)]]></title><link>https://blog.youkuaiyun.com/huanghuanghbc/article/details/28455457</link><guid>https://blog.youkuaiyun.com/huanghuanghbc/article/details/28455457</guid><author>huanghuanghbc</author><pubDate>Wed, 04 Jun 2014 21:18:25 +0800</pubDate><description><![CDATA[IOS 后台执行代码(voip socket)
 
转载▼如何使应用被切到后台，应用中的网络连接仍然接收数据并维持存活（像QQ
 iphone 一样）;


其实按 IOS官方文档一步一步做就可以实现上述功能;
这里主要说一下我按文档遇到的问题，以及将原来的C/C++程序（主要是网络层）简单的修改一下就可以支持 IOS后台运行的方法.


1.在 xxxx Info.plist]]></description><category></category></item><item><title><![CDATA[cocos2dx跨平台之ios动态更新，局部更新完美解决方案]]></title><link>https://blog.youkuaiyun.com/huanghuanghbc/article/details/27848701</link><guid>https://blog.youkuaiyun.com/huanghuanghbc/article/details/27848701</guid><author>huanghuanghbc</author><pubDate>Sat, 31 May 2014 20:26:26 +0800</pubDate><description><![CDATA[请看持续更新]]></description><category></category></item><item><title><![CDATA[Cocos2d-x动作CCAction]]></title><link>https://blog.youkuaiyun.com/huanghuanghbc/article/details/25910245</link><guid>https://blog.youkuaiyun.com/huanghuanghbc/article/details/25910245</guid><author>huanghuanghbc</author><pubDate>Thu, 15 May 2014 19:11:20 +0800</pubDate><description><![CDATA[Cocos2d-x动作CCAction



1、动作基本概念
CCAction是动作的基类，所有的动作都派生自此类。CCAction的一个对象就是一个动作，动作或动画只能由CCNode来执行

CCSprite* sp = CCSprite::create("Icon.png");//创建一个精灵
sp->setPosition( ccp(20, 20) );//设置精灵初始位置
]]></description><category></category></item><item><title><![CDATA[cocos2dx 顶层layer]]></title><link>https://blog.youkuaiyun.com/huanghuanghbc/article/details/25387679</link><guid>https://blog.youkuaiyun.com/huanghuanghbc/article/details/25387679</guid><author>huanghuanghbc</author><pubDate>Fri, 09 May 2014 13:39:25 +0800</pubDate><description><![CDATA[如何在cocos2dx里添加顶层layer

所谓顶层layer，是指不会因为scene的切换而切换掉的层！
构造示意图如下：
在director的头文件里添加CCLayer *m_pTopLayer;和
////   set the topLayer
    void setTopLayer(CCLayer *layer);
在.cpp里加上以下代码
voidCCDirector]]></description><category></category></item><item><title><![CDATA[Cocos2d-x中的数组类CCArray深入分析]]></title><link>https://blog.youkuaiyun.com/huanghuanghbc/article/details/25335369</link><guid>https://blog.youkuaiyun.com/huanghuanghbc/article/details/25335369</guid><author>huanghuanghbc</author><pubDate>Thu, 08 May 2014 20:13:41 +0800</pubDate><description><![CDATA[Cocos2d-x中的数组类CCArray深入分析

2013-12-23 21:12:50

标签：cocos2d-x CCArray


       前面的博文中我们提到了一个词典类CCDictionary，它和数组类CCArray共称Cocos2d-x两大常用数据结构，因为在项目中数组类CCArray我们使用的实在是太多了，因此这里补充一篇关于CCArray深入分析的博文，其]]></description><category></category></item><item><title><![CDATA[cocos2d-x 聊天输入框实现]]></title><link>https://blog.youkuaiyun.com/huanghuanghbc/article/details/24489589</link><guid>https://blog.youkuaiyun.com/huanghuanghbc/article/details/24489589</guid><author>huanghuanghbc</author><pubDate>Fri, 25 Apr 2014 17:57:27 +0800</pubDate><description><![CDATA[cocos2d-x 聊天输入框实现





聊天输入框  （单行输入框 ，多行可自己扩展）

实现功能：

1.普通输入

2.设置输入框显示最大宽度（PT值，cocos2d-x坐标值）

3.设置输入框允许的最大字符数量（字符Unicode）

4.输入框自动缩进（当输入字符串数量超过显示框最大宽度时，会自动向左缩进，显示最新字符串




输入框实现]]></description><category></category></item><item><title><![CDATA[CCDictionary的基本使用方法]]></title><link>https://blog.youkuaiyun.com/huanghuanghbc/article/details/23612199</link><guid>https://blog.youkuaiyun.com/huanghuanghbc/article/details/23612199</guid><author>huanghuanghbc</author><pubDate>Sun, 13 Apr 2014 18:36:32 +0800</pubDate><description><![CDATA[这篇博文中简单的讲解了CCDictionary的基本使用方法，及其相关成员函数使用时的注意点，对于初次接触此类的读者还是很有帮助的！




【转载自偶尔e网事】：http://blog.youkuaiyun.com/jackystudio/article/details/16958587





CCDictionary在cocos2d-x中被大量的应用，比如CCTexureCach]]></description><category></category></item><item><title><![CDATA[转换金额函数--晓残]]></title><link>https://blog.youkuaiyun.com/huanghuanghbc/article/details/22880159</link><guid>https://blog.youkuaiyun.com/huanghuanghbc/article/details/22880159</guid><author>huanghuanghbc</author><pubDate>Thu, 03 Apr 2014 16:30:56 +0800</pubDate><description><![CDATA[#include 
#include 
#include 


char* WEI[] = {"元","拾","佰","仟","万","拾","佰","仟","亿","拾","佰","仟"};
char* NUM[] = {"零","壹","贰","叁","肆","伍","陆","柒","捌","玖","拾"};


void douhao(char* str,char* res);
void h]]></description><category></category></item><item><title><![CDATA[switch case in protected scope 异常解决]]></title><link>https://blog.youkuaiyun.com/huanghuanghbc/article/details/22398877</link><guid>https://blog.youkuaiyun.com/huanghuanghbc/article/details/22398877</guid><author>huanghuanghbc</author><pubDate>Fri, 28 Mar 2014 14:26:19 +0800</pubDate><description><![CDATA[case添加{ }后，编译错误可解决。
- (void)tabBar:(UITabBar *)tb didSelectItem:(UITabBarItem *)item {

    switch(item.tag) {
        case 0:
        {
        }
            break;
        case 1:
        {
        ]]></description><category></category></item><item><title><![CDATA[cocos2dx中处理CCArray中int类型的方法]]></title><link>https://blog.youkuaiyun.com/huanghuanghbc/article/details/21718671</link><guid>https://blog.youkuaiyun.com/huanghuanghbc/article/details/21718671</guid><author>huanghuanghbc</author><pubDate>Fri, 21 Mar 2014 15:03:24 +0800</pubDate><description><![CDATA[cocos2dx中处理CCArray中int类型的方法
CCArray dogPosX=CCArray::create();
int posX=100;
//将int值添加到CCArray中
dogPosX->addObject(CCInteger::create(posX));
//从CCArray中取出int值
int btnx=static_cast(dogPosX->objectAtInd]]></description><category></category></item><item><title><![CDATA[CCControlSlider 滑动条 新建工程，名为testSlider 修改HelloWorldScene.h #ifndef __HELLOWORLD_SCENE_H__ #define __]]></title><link>https://blog.youkuaiyun.com/huanghuanghbc/article/details/21707891</link><guid>https://blog.youkuaiyun.com/huanghuanghbc/article/details/21707891</guid><author>huanghuanghbc</author><pubDate>Fri, 21 Mar 2014 12:08:03 +0800</pubDate><description><![CDATA[CCControlSlider 滑动条
新建工程，名为testSlider
修改HelloWorldScene.h
#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__

#include "cocos2d.h"
#include "cocos-ext.h"
using namespace cocos2d::extension;]]></description><category></category></item><item><title><![CDATA[]]></title><link>https://blog.youkuaiyun.com/huanghuanghbc/article/details/21707863</link><guid>https://blog.youkuaiyun.com/huanghuanghbc/article/details/21707863</guid><author>huanghuanghbc</author><pubDate>Fri, 21 Mar 2014 12:06:55 +0800</pubDate><description><![CDATA[CCControlSlider 滑动条
新建工程，名为testSlider
修改HelloWorldScene.h
#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__

#include "cocos2d.h"
#include "cocos-ext.h"
using namespace cocos2d::extension;]]></description><category></category></item><item><title><![CDATA[android环境配置cocos2dx]]></title><link>https://blog.youkuaiyun.com/huanghuanghbc/article/details/21109295</link><guid>https://blog.youkuaiyun.com/huanghuanghbc/article/details/21109295</guid><author>huanghuanghbc</author><pubDate>Wed, 12 Mar 2014 19:37:26 +0800</pubDate><description><![CDATA[export ANDROID_SDK_ROOT="/Users/xzp/Documents/adt/sdk"
export NDK_ROOT="/Users/xzp/Documents/adt/android-ndk-r9b"
./create_project.py -project MyGame -package com.MyCompany.AwesomeGame -language cpp]]></description><category></category></item><item><title><![CDATA[iOS中获取程序相关的一些目录路径]]></title><link>https://blog.youkuaiyun.com/huanghuanghbc/article/details/20078875</link><guid>https://blog.youkuaiyun.com/huanghuanghbc/article/details/20078875</guid><author>huanghuanghbc</author><pubDate>Thu, 27 Feb 2014 22:41:27 +0800</pubDate><description><![CDATA[// 获取程序Documents目录路径
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory,NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];


// 获取程序app文件所在目录路径]]></description><category></category></item><item><title><![CDATA[lua截取utf-8字符串]]></title><link>https://blog.youkuaiyun.com/huanghuanghbc/article/details/20074009</link><guid>https://blog.youkuaiyun.com/huanghuanghbc/article/details/20074009</guid><author>huanghuanghbc</author><pubDate>Thu, 27 Feb 2014 21:28:08 +0800</pubDate><description><![CDATA[function GameScene:truncateUTF8String(s, n)
  local dropping = string.byte(s, n+1)
  if not dropping then return s end
  if dropping >= 128 and dropping < 192 then
    return self:truncateUTF8String(s]]></description><category></category></item><item><title><![CDATA[ios如何使用webp]]></title><link>https://blog.youkuaiyun.com/huanghuanghbc/article/details/19840557</link><guid>https://blog.youkuaiyun.com/huanghuanghbc/article/details/19840557</guid><author>huanghuanghbc</author><pubDate>Mon, 24 Feb 2014 20:31:32 +0800</pubDate><description><![CDATA[iOS中Google的WebP图片格式编码和解码器。谷歌的WEBP图像格式相比，PNG或JPEG提供更好的压缩，让App发送/检索更小的图像文件，减少请求次数，提供更好的用户体验。


The CocoaPods Way

pod 'iOS-WebP', '0.3'


 The
 Manual Way


Include the 3 files inside the iO]]></description><category></category></item><item><title><![CDATA[cocos2d+lua实现帧动画播放]]></title><link>https://blog.youkuaiyun.com/huanghuanghbc/article/details/19193523</link><guid>https://blog.youkuaiyun.com/huanghuanghbc/article/details/19193523</guid><author>huanghuanghbc</author><pubDate>Fri, 14 Feb 2014 11:02:36 +0800</pubDate><description><![CDATA[使用Cocos2d播放帧动画的方法有两种：

先来介绍一下流程：
1.得到动画的每一帧的数组FrameArray

2.将帧动画数组包装成Animation对象

3.将Animation对象转化为可以播放的Action对象

4.使用Sprite来播放Action

第一种:使用TexturePicture来压缩图，用CCSpriteFrameCache来加载

--建]]></description><category></category></item><item><title><![CDATA[Lua中的面向对象实现探讨]]></title><link>https://blog.youkuaiyun.com/huanghuanghbc/article/details/19173203</link><guid>https://blog.youkuaiyun.com/huanghuanghbc/article/details/19173203</guid><author>huanghuanghbc</author><pubDate>Thu, 13 Feb 2014 21:06:18 +0800</pubDate><description><![CDATA[元表概念


Lua中，面向对向是用元表这种机制来实现的。元表是个很“道家”的机制，很深遂，很强大，里面有一些基本概念比较难理解透彻。不过，只有完全理解了元表，才能对Lua的面向对象使用自如，才能在写Lua代码的高级语法时游刃有余。
lua的metatable的官方解释，
1. 每个table和每个full user data都可以有自己的metatable，并可通过setmetatab]]></description><category></category></item></channel></rss>