Archive for November, 2008

Changing iTunes banking information

Monday, November 17th, 2008

I recently had to change my banking information that iTunes Connect had on record. I was hoping it would be a simple process of sending an email and all would be well.

Well, it was almost that easy.

iTunes Connect hasn’t always been the speediest to reply to emails, and sometimes it’s hard to know if they’ve ignored you, your email was filtered, or if it’s still just in a queue.

My advice is to keep up the emails until you eventually get a reply.

Anyhow, after a couple of emails to itsbanking@apple.com, I got a reply with the following pdf in it (its-bank) with instructions to fill out, sign and fax or email a scan back to itsbanking@apple.com.

They also noted that once you’ve entered bank data into iTunesConnect, it will never show any changes to the details. And further to that they’ll never send you confirmation.

And to top it all off, the process of changing the details can take up to 10 working days. So make sure you get your new details in quickly if you plan on closing your bank account any time soon.

All in all, not too bad. They’re obviously run off their feet over there with the mass of developers and any financial change like this will take time, but it would be nice if they had a more robust way of contacting them.. And not replying to change reqests with any sort of confirmation is just a little rude. All I can do now is hope that I get paid.

iPhone/iPod Accelerometer Issues

Monday, November 17th, 2008

If you’re struggling with odd behavior from your device’s accelerometer ‘every now and again’ then you’re not alone.  

This post comments on the problem and some work arounds, and this is what I’ve found:

Problem:

A few devs out there have noticed the following symptoms

  • The accelerometer will not respond via the delegate at all in your app about 5% of the time when running your app
  • When combined with OpenGLES surfaces, the first drawn frame will be drawn between every new frame drawn to the surface.  This results in a flickering effect where a ‘ghost’ of your initial drawing is interlaced with your normal frames.  

Although some have reported these two problems being one and the same, I found them to be quite separate. I think many people are using the accelerometers+OpenGLES for games, and because the problems happen infrequently they seem related.  I could be wrong of course.  For the same reasons I could just be imagining that they aren’t related.

Work-arounds (not really solutions):

Accelerometer not working

For the accelerometer, many have found (and I have too) that the problem seems to go away if you set the update frequency and delegate much later on in your app.

[[UIAccelerometer sharedAccelerometer] setUpdateInterval: (1.0 / kAccelerometerFrequency)];

[[UIAccelerometer sharedAccelerometer] setDelegate:self];

Typically, you’ll call the above lines in

 - (void)applicationDidFinishLaunching:(UIApplication *)application

but that’s what causes the problems. Anyones best guess is that it just takes too long for the accelerometer to get ready some times and it just ignores your set delegate request. 

Flashing graphics

I can’t confirm that this fix works, but some have reported that using kEAGLColorFormatRGBA8 instead of kEAGLColorFormatRGB565 on your OpenGLES surface will stop it happening.  I’ll give it a try and post my results here. If anyone can confirm or deny this fix, we’d love to hear from you.