Found a useful tool Doxygen that will scan through your source code and generate documentation in an HTML format.
Found a useful tool Doxygen that will scan through your source code and generate documentation in an HTML format.
A project I’m working on contains an alert that uses the addTextFieldWithValue:label: private API, this approach has been popular/recommended by a number of developers/blogs, but now that Apple have their automated checking for Private API’s any apps using this technique will be rejected….
“3.3.1 Applications may only use Documented APIs in the manner prescribed by Apple and must not use or call any private APIs.”
The following non-public APIs are included in your application:
addTextFieldWithValue:label:
textFieldAtIndex:
Jeff LaMarche has a great article that shows an alternative, that doesn’t use any Private API’s and therefore shouldn’t get you rejected.
If you can’t see the column to the left of project files that shows the SVN status of a file, right-click the “Groups & files” title and select SCM

The template that creates your .h and .m files within Xcode by default sets the company name to __MyCompanyName__
To correct perform the following…
1) Start up the program Terminal Utilities/Terminal
2) Enter the following where XXXXXXXXXXXXX is what you want to appear in place of __MyCompanyName__:
defaults write com.apple.Xcode PBXCustomTemplateMacroDefinitions ‘{”ORGANISATIONNAME” = “XXXXXXXXXXXXX”;}’
3) Press enter
4) Shut down and restart Xcode.
To have a label recognise line breaks in the text that you enter in the Interface Builder, set the number of lines to 0, and when you want a new line press both the Option key and the Return key
After creating a new version of your data model, and adding the relevant code to handle lightweight migration, to actually get your code to run ensure that you do a clean all targets otherwise you get merge model errors!
Here is some code that shows the glTexParameterf values that need to be set to automatically generate mipmaps and to get OpenGL to use them
glBindTexture(GL_TEXTURE_2D, texture[0]); //Next 2 lines are required if not mipmap //glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); //glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); //Next 3 lines required if mipmap glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D,GL_GENERATE_MIPMAP, GL_TRUE); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texWidth, texHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureData);
Now that I’ve started to do some OpenGL I needed to determine where in my 3D world a user had touched. In order to do this you can use a function called gluUnProject, which isn’t part of the standard framework. I’ve converted the code (so have many others) and posted it here in case it might help someone else.
I used the following article to then use this methods.
/* implementation de gluProject et gluUnproject */
/* M. Buffat 17/2/95 */
/*
* Transform a point (column vector) by a 4x4 matrix. I.e. out = m * in
* Input: m - the 4x4 matrix
* in - the 4x1 vector
* Output: out - the resulting 4x1 vector.
*/
static void
transform_point(GLfloat out[4], const GLfloat m[16], const GLfloat in[4])
{
#define M(row,col) m[col*4+row]
out[0] = M(0, 0) * in[0] + M(0, 1) * in[1] + M(0, 2) * in[2] + M(0, 3) * in[3];
out[1] = M(1, 0) * in[0] + M(1, 1) * in[1] + M(1, 2) * in[2] + M(1, 3) * in[3];
out[2] = M(2, 0) * in[0] + M(2, 1) * in[1] + M(2, 2) * in[2] + M(2, 3) * in[3];
out[3] = M(3, 0) * in[0] + M(3, 1) * in[1] + M(3, 2) * in[2] + M(3, 3) * in[3];
#undef M
}
/*
* Perform a 4x4 matrix multiplication (product = a x b).
* Input: a, b - matrices to multiply
* Output: product - product of a and b
*/
static void
matmul(GLfloat * product, const GLfloat * a, const GLfloat * b)
{
/* This matmul was contributed by Thomas Malik */
GLfloat temp[16];
GLint i;
#define A(row,col) a[(col<<2)+row]
#define B(row,col) b[(col<<2)+row]
#define T(row,col) temp[(col<<2)+row]
/* i-te Zeile */
for (i = 0; i < 4; i++) {
T(i, 0) = A(i, 0) * B(0, 0) + A(i, 1) * B(1, 0) + A(i, 2) * B(2, 0) + A(i, 3) * B(3, 0);
T(i, 1) = A(i, 0) * B(0, 1) + A(i, 1) * B(1, 1) + A(i, 2) * B(2, 1) + A(i, 3) * B(3, 1);
T(i, 2) = A(i, 0) * B(0, 2) + A(i, 1) * B(1, 2) + A(i, 2) * B(2, 2) + A(i, 3) * B(3, 2);
T(i, 3) = A(i, 0) * B(0, 3) + A(i, 1) * B(1, 3) + A(i, 2) * B(2, 3) + A(i, 3) * B(3, 3);
}
#undef A
#undef B
#undef T
memcpy(product, temp, 16 * sizeof(GLfloat));
}
/*
* Compute inverse of 4x4 transformation matrix.
* Code contributed by Jacques Leroy jle@star.be
* Return GL_TRUE for success, GL_FALSE for failure (singular matrix)
*/
static GLboolean
invert_matrix(const GLfloat * m, GLfloat * out)
{
/* NB. OpenGL Matrices are COLUMN major. */
#define SWAP_ROWS(a, b) { GLfloat *_tmp = a; (a)=(b); (b)=_tmp; }
#define MAT(m,r,c) (m)[(c)*4+(r)]
GLfloat wtmp[4][8];
GLfloat m0, m1, m2, m3, s;
GLfloat *r0, *r1, *r2, *r3;
r0 = wtmp[0], r1 = wtmp[1], r2 = wtmp[2], r3 = wtmp[3];
r0[0] = MAT(m, 0, 0), r0[1] = MAT(m, 0, 1),
r0[2] = MAT(m, 0, 2), r0[3] = MAT(m, 0, 3),
r0[4] = 1.0f, r0[5] = r0[6] = r0[7] = 0.0f,
r1[0] = MAT(m, 1, 0), r1[1] = MAT(m, 1, 1),
r1[2] = MAT(m, 1, 2), r1[3] = MAT(m, 1, 3),
r1[5] = 1.0f, r1[4] = r1[6] = r1[7] = 0.0f,
r2[0] = MAT(m, 2, 0), r2[1] = MAT(m, 2, 1),
r2[2] = MAT(m, 2, 2), r2[3] = MAT(m, 2, 3),
r2[6] = 1.0f, r2[4] = r2[5] = r2[7] = 0.0f,
r3[0] = MAT(m, 3, 0), r3[1] = MAT(m, 3, 1),
r3[2] = MAT(m, 3, 2), r3[3] = MAT(m, 3, 3),
r3[7] = 1.0f, r3[4] = r3[5] = r3[6] = 0.0f;
/* choose pivot - or die */
if (fabsf(r3[0]) > fabsf(r2[0]))
SWAP_ROWS(r3, r2);
if (fabsf(r2[0]) > fabsf(r1[0]))
SWAP_ROWS(r2, r1);
if (fabsf(r1[0]) > fabsf(r0[0]))
SWAP_ROWS(r1, r0);
if (0.0f == r0[0])
return GL_FALSE;
/* eliminate first variable */
m1 = r1[0] / r0[0];
m2 = r2[0] / r0[0];
m3 = r3[0] / r0[0];
s = r0[1];
r1[1] -= m1 * s;
r2[1] -= m2 * s;
r3[1] -= m3 * s;
s = r0[2];
r1[2] -= m1 * s;
r2[2] -= m2 * s;
r3[2] -= m3 * s;
s = r0[3];
r1[3] -= m1 * s;
r2[3] -= m2 * s;
r3[3] -= m3 * s;
s = r0[4];
if (s != 0.0f) {
r1[4] -= m1 * s;
r2[4] -= m2 * s;
r3[4] -= m3 * s;
}
s = r0[5];
if (s != 0.0f) {
r1[5] -= m1 * s;
r2[5] -= m2 * s;
r3[5] -= m3 * s;
}
s = r0[6];
if (s != 0.0f) {
r1[6] -= m1 * s;
r2[6] -= m2 * s;
r3[6] -= m3 * s;
}
s = r0[7];
if (s != 0.0f) {
r1[7] -= m1 * s;
r2[7] -= m2 * s;
r3[7] -= m3 * s;
}
/* choose pivot - or die */
if (fabsf(r3[1]) > fabsf(r2[1]))
SWAP_ROWS(r3, r2);
if (fabsf(r2[1]) > fabsf(r1[1]))
SWAP_ROWS(r2, r1);
if (0.0f == r1[1])
return GL_FALSE;
/* eliminate second variable */
m2 = r2[1] / r1[1];
m3 = r3[1] / r1[1];
r2[2] -= m2 * r1[2];
r3[2] -= m3 * r1[2];
r2[3] -= m2 * r1[3];
r3[3] -= m3 * r1[3];
s = r1[4];
if (0.0f != s) {
r2[4] -= m2 * s;
r3[4] -= m3 * s;
}
s = r1[5];
if (0.0f != s) {
r2[5] -= m2 * s;
r3[5] -= m3 * s;
}
s = r1[6];
if (0.0f != s) {
r2[6] -= m2 * s;
r3[6] -= m3 * s;
}
s = r1[7];
if (0.0f != s) {
r2[7] -= m2 * s;
r3[7] -= m3 * s;
}
/* choose pivot - or die */
if (fabsf(r3[2]) > fabsf(r2[2]))
SWAP_ROWS(r3, r2);
if (0.0f == r2[2])
return GL_FALSE;
/* eliminate third variable */
m3 = r3[2] / r2[2];
r3[3] -= m3 * r2[3], r3[4] -= m3 * r2[4],
r3[5] -= m3 * r2[5], r3[6] -= m3 * r2[6], r3[7] -= m3 * r2[7];
/* last check */
if (0.0f == r3[3])
return GL_FALSE;
s = 1.0f / r3[3]; /* now back substitute row 3 */
r3[4] *= s;
r3[5] *= s;
r3[6] *= s;
r3[7] *= s;
m2 = r2[3]; /* now back substitute row 2 */
s = 1.0f / r2[2];
r2[4] = s * (r2[4] - r3[4] * m2), r2[5] = s * (r2[5] - r3[5] * m2),
r2[6] = s * (r2[6] - r3[6] * m2), r2[7] = s * (r2[7] - r3[7] * m2);
m1 = r1[3];
r1[4] -= r3[4] * m1, r1[5] -= r3[5] * m1,
r1[6] -= r3[6] * m1, r1[7] -= r3[7] * m1;
m0 = r0[3];
r0[4] -= r3[4] * m0, r0[5] -= r3[5] * m0,
r0[6] -= r3[6] * m0, r0[7] -= r3[7] * m0;
m1 = r1[2]; /* now back substitute row 1 */
s = 1.0f / r1[1];
r1[4] = s * (r1[4] - r2[4] * m1), r1[5] = s * (r1[5] - r2[5] * m1),
r1[6] = s * (r1[6] - r2[6] * m1), r1[7] = s * (r1[7] - r2[7] * m1);
m0 = r0[2];
r0[4] -= r2[4] * m0, r0[5] -= r2[5] * m0,
r0[6] -= r2[6] * m0, r0[7] -= r2[7] * m0;
m0 = r0[1]; /* now back substitute row 0 */
s = 1.0f / r0[0];
r0[4] = s * (r0[4] - r1[4] * m0), r0[5] = s * (r0[5] - r1[5] * m0),
r0[6] = s * (r0[6] - r1[6] * m0), r0[7] = s * (r0[7] - r1[7] * m0);
MAT(out, 0, 0) = r0[4];
MAT(out, 0, 1) = r0[5], MAT(out, 0, 2) = r0[6];
MAT(out, 0, 3) = r0[7], MAT(out, 1, 0) = r1[4];
MAT(out, 1, 1) = r1[5], MAT(out, 1, 2) = r1[6];
MAT(out, 1, 3) = r1[7], MAT(out, 2, 0) = r2[4];
MAT(out, 2, 1) = r2[5], MAT(out, 2, 2) = r2[6];
MAT(out, 2, 3) = r2[7], MAT(out, 3, 0) = r3[4];
MAT(out, 3, 1) = r3[5], MAT(out, 3, 2) = r3[6];
MAT(out, 3, 3) = r3[7];
return GL_TRUE;
#undef MAT
#undef SWAP_ROWS
}
/* projection du point (objx,objy,obz) sur l'ecran (winx,winy,winz) */
//GLint GLAPIENTRY;
static GLboolean gluProject(GLfloat objx, GLfloat objy, GLfloat objz,
const GLfloat model[16], const GLfloat proj[16],
const GLint viewport[4],
GLfloat * winx, GLfloat * winy, GLfloat * winz)
{
/* matrice de transformation */
GLfloat in[4], out[4];
/* initilise la matrice et le vecteur a transformer */
in[0] = objx;
in[1] = objy;
in[2] = objz;
in[3] = 1.0f;
transform_point(out, model, in);
transform_point(in, proj, out);
/* d'ou le resultat normalise entre -1 et 1 */
if (in[3] == 0.0f)
return GL_FALSE;
in[0] /= in[3];
in[1] /= in[3];
in[2] /= in[3];
/* en coordonnees ecran */
*winx = viewport[0] + (1.0f + in[0]) * viewport[2] / 2.0f;
*winy = viewport[1] + (1.0f + in[1]) * viewport[3] / 2.0f;
/* entre 0 et 1 suivant z */
*winz = (1.0f + in[2]) / 2.0f;
return GL_TRUE;
}
/* transformation du point ecran (winx,winy,winz) en point objet */
//GLint GLAPIENTRY
static GLboolean gluUnProject(GLfloat winx, GLfloat winy, GLfloat winz,
const GLfloat model[16], const GLfloat proj[16],
const GLint viewport[4],
GLfloat * objx, GLfloat * objy, GLfloat * objz)
{
/* matrice de transformation */
GLfloat m[16], A[16];
GLfloat in[4], out[4];
/* transformation coordonnees normalisees entre -1 et 1 */
in[0] = (winx - viewport[0]) * 2.0f / viewport[2] - 1.0f;
in[1] = (winy - viewport[1]) * 2.0f / viewport[3] - 1.0f;
in[2] = 2.0f * winz - 1.0f;
in[3] = 1.0f;
/* calcul transformation inverse */
matmul(A, proj, model);
invert_matrix(A, m);
/* d'ou les coordonnees objets */
transform_point(out, m, in);
if (out[3] == 0.0f)
return GL_FALSE;
*objx = out[0] / out[3];
*objy = out[1] / out[3];
*objz = out[2] / out[3];
return GL_TRUE;
}